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MRPG-M1

A
violent
incursion into
the land of the living
for the MOTHERSHIP
Sci-Fi Horror Roleplaying Game

DEAD
PLANET
FIONA MAEVE GEIST + DONN STROUD + SEAN McCOY
DEAD
PLANET
CONTENTS

HOW TO USE ANY MODULE ........................ 3 THE DEAD PLANET. .......................................... 30


.
.
THE DARKNESS THAT CAME TO PASS.............. 3 MAP OF THE DEAD PLANET........................................ 30
.
THE SCREAMING ON THE ALEXIS .......... 4
THE LANDING SITE. ................................................... 32
.
.
RANDOM ENCOUNTER TABLE .................................. 4
THE SWAMP. ............................................................. 32
.
.
MAP AND KEY .......................................................... 6
THE ANCIENT QUARRY. .............................................. 33
.
.
DERELICT SHIP GENERATOR ..................... 9
THE NECROPOLIS . .................................................... 34
.
.
DERELICT SHIP MAPPING .......................................... 10
THE DEAD GATEWAY ................................................. 36
.
.
DERELICT SHIP MODULE GENERATOR ....................... 11
THE WRECK OF THE DEFIANCE. ................................. 38
.
.
JUMP DRIVE MALFUNCTION TABLE .......................... 12
THE RED TOWER . ..................................................... 39
.
.
RANDOM WEAPON CACHE TABLE ............................. 13
MAP & KEY FOR FLOORS A & B......................................40
.
.
MOON COLONY BLOODBATH .................... 14
.
MAP & KEY FOR FLOOR C . ............................................41
.
MAP AND KEY OF THE MOON .................................. 14
MAP & KEY FOR FLOOR D . ............................................42
.
.
TYRANT BEGGAR MOON COLONY. ........ 16
.
MAP & KEY FOR FLOOR E . ............................................43
.
TIMELINE OF EVENTS ON TYRANT BEGGAR .............. 17
ALIENS & OTHER HORRORS . ..................... 44
.
.
MAP & KEY TYRANT BEGGAR .................................... 17
.
MAP & KEY BREKT’S BREAKERS ............................... 21
.
MAJOR NPCS ON TYRANT BEGGAR ........................... 22
D100 RANDOM COLONISTS TABLE . .......................... 24
.
WHAT’S IN THE VAULT? TABLE . ................................. 25
.
D100 NIGHTMARES TABLE . ...................................... 28
.
WRITTEN BY DONN STROUD, FIONA MAEVE GEIST & SEAN MCCOY
ILLUSTRATED BY STEPHEN WILSON & SEAN MCCOY
EDITED BY JARRETT CRADER | SPECIAL THANKS TO LINDSAY & ALAN
COPYRIGHT © 2018 TUESDAY KNIGHT GAMES | ALPHA STRIKE, FOURTH PRINTING
BLANK MAPS, WARDEN RESOURCES, AND MORE AT MOTHERSHIPRPG.COM
HOW TO THE
USE ANY DARKNESS
MODULE THAT CAME
TO PASS
Cannibalize it. Rip it apart.

Take the tables, take the monsters, take the There are plenty of habitable planets in the
maps (you can get blank versions for free with a universe. Life bursts forth, proliferates, diversifies
copy of the PDF and if you’re holding a physical and ultimately succumbs to death and decay as
copy in your hands right now and thinking “What empires, civilizations and federations rise and fall.
the hell? That’s not fair!” then send a selfie of The Dead Planet short circuits this cycle. Since
you holding the game to @seanmccoy and we’ll the surface first cooled, life has been trapped in
get you squared away with the goods, no joke), a compulsive cycle of growth and the obsessive
take the ships, or the planet, or the adventures, building of a cyclopean gate—an entryway for the
or locations. Take anything you want and do Gaunt—around which they revel in pure abandon,
anything you want with it. This book belongs to offering up sacrifices to the forces of nothingness
you and now so does everything inside. Do with in order to will the Gate open.
it what you will.
The nightmare-inducing Gaunt are parasites,
More specifically, the Dead Planet operates cannibalizing the will of sentient species and
on a pretty simple premise: there’s a planet bending them to opening the rift between their
somewhere out there in the universe and it has Dead Dimension and the material world. The
a dark and brooding energy that sucks ships out ultimate aim of the Gaunt is to escape their
of hyperspace and then strands them in orbit captivity on the Dead Planet and flood the
with no hope of ever returning home (well, that’s universe as an inexorable tide of necrosis.
where you come in). PCs can’t get away from
the Dead Planet using their Jump Drives, and a The Dead Planet is a testament to their hunger,
voyage on thrusters alone would take hundreds orbited by abandoned ships, drawn here by an
of years in uncharted space. If your PCs don’t anomaly in the warp. Recently a colony ship
find a way to deactivate the Dead Gateway on schismed over those who compulsively serviced
the planet’s surface, then they’re doomed. But the Gate to the Gaunt’s Dead Dimension and
why shouldn’t that be any fun? those who feared the maniacal, single-minded
compulsion that drove their compatriots to expand
MAJOR SPOILERS the Gate with wild ecstatic abandon. The schism
(OR HOW DO WE GET OFF was ultimately pointless; they’re all dead and the
THIS ROCK ANYWAY?) Gate is even greater than before, threatening to
Here are a few ways we’ve thought of to “beat” truly split open and allow the Gaunt to surge forth
the Dead Planet, and all of them are pretty in a tide of necrotizing madness.
awful (hopefully you can find some better ones):
» 10 YEARS AGO: The Perrennial Tyrant, a
»
» Don’t. Just give up and die here. Tell your colony construction vessel, crash lands on
the Dead Planet’s moon and establishes the
»
friends about Mothership.
Tyrant Beggar Moon Colony.
» De-power the Dead Gateway (pg. 36) by
» 18 DAYS AGO: Archeology Research Ship
»
travelling to the Necropolis (pg. 34) and
»
removing the engines at the center of the The Alexis unearthed a strange artifact and
city. headed back to civilization.

» Destroy the Dead Gateway (and tear a hole » ONE WEEK AGO: The Military Drop-Ship
»
The Defiance was waylaid and crashed on the
»
in the universe).
Dead Planet.
» Blow up the planet by descending to the
» NOW: The Alexis floats absent of life and
»
lowest level of the Red Tower (pg. 39) and
»
arming the Fission Core Burner Bomb. the crew of The Defiance is scattered and
dying. The colonists on Tyrant Beggar are at a
» Convince Brekt (pg. 21) to let you join breaking point...
»
him on his “coffin run” onboard the Lucifer
Rising. He’s got room for six.
Will your crew survive…
Let’s get started. THE DEAD PLANET?
3
// 1D10 I SEARCH THE BODY ON THE ALEXIS... // RANDOM ENCOUNTERS ON BOARD THE ALEXIS.
01> SMUDGED NIGHTMARE DRAWING // ROLL 1D10 WHENEVER ENTERING ANY ROOM
02> STONE IDOL 01> 2 PARALYZING THORN CRAWLERS + 1D10 CRAWLERS
03> 2D10 CREDITS 02> 1 TOXIC GAS CRAWLER + 1D10 CRAWLERS
04> COLLAPSIBLE SHOVEL 03> 3 ACID SPRAY CRAWLS + 1D10 CRAWLERS
05> PAMPHLET: THE SHEDDING OF FLESH 04> 1D10+2 CRAWLERS
06> COFFEE MUG: IF THERE IS NO ORDER, KEEP 05> SKITTERING WITHIN THE WALLS
QUIET 06> BANGING INSIDE THE VENTS
07> NOTE: “I AM THE SILENCE THAT IS 07> SOMETHING CRAWLS BENEATH THE FLOORS



INCOMPREHENSIBLE...” 08> THUMPS IN THE CEILING THAT GROW FAINTER

08> A TROWEL OR MATTOCK 09> DEATH WORM’S OUTLINE SCORCHED INTO THE FLOOR
09> AN OSSIFIED TRILOBITE 10> 2D10 CRAWLERS SHREDDING/EATING EACH OTHER
10> INSTANT COFFEE POWDER

THE SCREAMING

4
// GAUNT AI TABLE. CHECK ONCE/MIN. UNLESS // BOOKS FOUND IN CAPTAIN YANCHEG’S QUARTERS:
NOTED, GAUNT ALWAYS MOVES TOWARDS NEAREST PC 01> ONE CREW ONE CAPTAIN: THE ART OF MANAGING


01> SCREAMS AND MOVES 40M THE UNMANAGEABLE
02> MOVES 80M 02> A STORM IN EVERY PORT
03> SCREAMS AND MOVES 60M 03> SHACKLETON’S GHOST
04> MOVES 100M 04> GREAT SPACE BATTLES OF THE DELTA SECTOR
05> SCREAMS AND MOVES 50M 05> ZEN AND THE ART OF CRYOPOD MAINTENANCE
06> MOVES TO ANOTHER DECK, IGNORES PC LOCATION 06> WATERSHIP DOWN, BY RICHARD ADAMS
07> SCREAMS AND MOVES 30M AWAY FROM PCS 07> MY WORK IS NOT YET DONE (LIGOTTI)
08> MOVES 40M AWAY FROM PCS 08> THE LOST FLEET: DAUNTLESS
09> ATTACKS WALLS AND/OR DESTROYS A ROOM 09> A COLLAPSE OF HORSES, BY BRIAN EVENSON
10> STOPS TO SENSE LOCATION OF PCS 10> DIAMOND DOGS, BY ALASTAIR REYNOLDS

ON THE ALEXIS...
ON ARRIVAL... WHEN THE DEAD PORTAL
OPENS
The Dead Planet sucks ships out of hyperspace
and pulls them helplessly drifting into its orbit. If Every 47 minutes, strange energies pour forth.
the PCs have had a Jump Drive issue, or have Lights flicker as black tendrils spill like hair floating
recklessly jumped into a unknown sector, this an underwater out of the strange relic and slither
easy way to quickly get them into the action. As through the ship. Corpses’ eyelids flutter, the
soon as they come out of hyperspace they’ll find orbs within frantically search for something, as
that their Jump Drives are malfunctioning, and their mouths senselessly gape open and snap
that they’re in orbit around a strange planet (pg. shut. Their extremities twitch spastically. Androids
30) with a tidelocked moon (pg. 14), and a vast keel over, unresponsive. This crash erases the
graveyard of orbitting derelict craft (pg. 8). The memories of the computers and androids back to
first of these drifting craft they come upon is The moments before the first opening of the Gate.
Alexis.
ANDROIDS & THE GATE
BACKGROUND
AFTER THEIR FIRST EXPOSURE TO THE OPEN
The Alexis is an archeological research vessel, GATE, PC ANDROIDS CAN ROLL A BODY SAVE,
crewed by scientists and teamsters and REROUTING THEIR CIRCUITS AND AVOIDING
complemented with three androids. The crew SHUTDOWN WHEN SUCCESSFUL.
is dead, the androids and computers have had
days of their memory erased, and the ship
floats purposelessly. The Alexis is running on a
low‑power cycle, the engines presently offline. The
ship’s atmosphere is fine, but a scan reveals no THE GAUNT IN THE GATEWAY
signs of life and inexplicable power fluctuations.
When the Gateway sunders reality, the Alpha
SCANS SHOW Gaunt shambles forth to hunt. Her piercing
screams evoke primal terror as they echo
THE JUMP DRIVE IS CONNECTED TO THE throughout the vacant ship. The Alpha Gaunt
ARTIFACT GATE BY UNUSUAL ENERGIES. moves based on the results from the Gaunt AI
Table above unless the Warden wants to manually
ODDLY, THE CORPSES ALSO ARE FEEDING INTO
control her. The Gaunt can traverse vents and
THE OBSCENE RELIC. doors; however, she cannot bypass airlocks.

This is caused by the strange artifact uncovered


by the crew—currently in the hold—that opens a
gateway to the Dead Dimension for 13 minutes
out of every hour, unleashing Gaunt upon the
ship. The Alexis can be accessed through the port
airlock or a larger airlock in the hold.

5
COMMAND ROOM: Two androids—Pander and Kranot—occupy the room GALLEY: Laid
alongside two corpses. Pander is fruitlessly trying to recover files to figure out for meal
out what is happening. If he is assisted by a PC with a relevant skill he can preparation.
LIFE
roll with Advantage, but the files are SUPPORT There’s a
corrupted and have been erased splatter of
many times. Kranot has been cut in what looks like
half and resides in the corner next blood on the
to the corpses; he does his best floor. It’s
to be helpful. actually juice.
2 corpses are
under each
table.

NAVIGATION
COMPUTER
(Erased)

SCIENCE LAB: The airlock to this


room is dented and gouged. Inside,
the computers and equipment are in
disarray, having been smashed and
strewn about the room and commingled
with three corpses. The vent is smashed
outward into the room.
LIFE
SUPPORT
(Damaged)

CREW CHIEF’S QUARTERS: Dead crew


chief, Kaul. Mirror in cabin covered with a
dirty shirt. Locker filled with a lavish chess
set, a gorgeous Tarot deck, and colorful
bone dice.
CRYOCHAMBER: 30 cryopods.

CARGO HOLD: is well provisioned for archeological digs: skeleton walkers


(some with laser cutters), earth movers, cranes, etc., alongside conventional tools
such as picks and shovels. There is also a variety of gear for managing terrain
(parkas, vacsuits, magboots, etc.) and rations. There is a distinct lack of weapons,
as this is a research vessel.

In the hold is a strange artifact made of a dark, twisted metal—a steel alloy containing
iron, carbon, tungsten, and cobalt. A grotesque statue of excessively jointed twisted limbs
entwined with screaming faces adorned with too many eyes. It is 3 ft wide by 5 ft high and about 2 ft
thick. Broken pieces of a cargo crate surround this horrible effigy. These pieces are scattered
outward as if a force blew the crate apart from the inside. There are 6 dead crew members
6 kneeling around the relic with their hands or foreheads touching it.
CREW QUARTERS 3: CAPTAIN’S QUARTERS: Captain Yancheg led a ARCHEOLOGIST’S
12 bunks, 4 corpses, spartan lifestyle alongside her crew. There’s a small QUARTERS: The
one of which is stuck bunk in an alcove. Her possessions amount to some stench of decay
exercise equipment, a personal computer terminal, a overwhelms anyone
to the ceiling;
approaching this
prodding it causes it to wall com, and a small shelf of books. Among the
room. The walls are
crash to the floor. It books are Yancheg’s journals which detail mundane
covered with
was impaled by the aspects of running a vessel. The final entry (from two
photographs and
shredded vent—after weeks ago) speaks of an artifact unearthed on the drawings of the
being violently pulled moon in the Rhondi sector and experiencing a horrible artifact, along with
against it. nightmare—see Nightmare Table (pg. 28). notes about the
CREW QUARTERS 2: MEDBAY: The supplies are intact; there is an nightmares. Sankar,
6 bunks, 6 corpses. incompletely autopsied corpse on the exam table. the head
Pinned to the archaeologist of The
Alexis, lies under a
bottom of a bunk is
pile of moist papers.
a poster of a smiling
His body is
woman riding a decomposed and a
rocket; it is dotted medical check
with throwing reveals blunt force
knives. trauma to his head
from repeatedly
slamming it against
a solid surface; this
is what killed him
about a week
and a half ago.

FIRST MATE’S QUARTERS: Dead first


mate, Rayik. He was a survivalist: locker
of K rations, waterproof poncho, flare
gun, SK109 “Seeker” Smart Rifle.
Vibrachete on wall.

CREW QUARTERS 1: 12 bunks, 3 corpses stacked in corner.


Mundane possessions except for a music player with a corrupted
drive. Plays music with a persistent static effect and an occasional
unearthly beastial scream. Anyone hearing the scream must make
a Fear Save or gain 1d10/2 Stress.

AIRLOCKS: All airlocks controlled remotely by the command room. Opening


them manually requires a Strength check. The large red door in the Cargo
Hold can be opened from outside, but will trigger a violent decompression.

ENGINE/DRIVE ROOM: With a successful check, a PC can determine the engines are
fine but the jump drive has been burned out. There are two deceased crew slumped in
the corner. There are 2d10 Fuel units remaining, which will take 1d10 hours to offload.

7
BREKT’S BREAKERS Human Population: 2d10
Android Population: 0

TUNNEL HIDDEN DUCT


KEY: UNDERGROUND ABOVE GROUND AIRLOCK

BREAKER SCRAPYARD BREKT’S


BARRACKS TRAILER

2 1 3

LUCIFER JANIS
RISING

5 4

BREKT’S WORK CREW (“the Breakers”) 2. BARRACKS: Spacious, private and comfortable
work grueling two-week shifts (a day and night shift). berth for a dozen or so—the finest scavenged bunks
However, their occupation grants them a degree of wind up here. The ceiling and walls are excessively
personal freedom—the only authority figure they truly bedecked with trinkets the Breakers find.
obey is Brekt, to whom they are fanatically loyal. They
3. BREKT’S TRAILER: The trailer is completely
know the colony will fail without them, which insulates
consumed with the task of researching where they are,
them from punishment. This greater freedom translates
using every available star map in order to plot an escape.
most notably into a lack of major amputation, for which
This has been Brekt’s singular focus for four years and
they are treated with a mix of envy, spite and pity. This
the maps are nearly incomprehsible without guidance.
friction is exacerbated by their free access to pet and
admire the goats whenever they would like. 4. JANIS: The gargantuan scrapping machine used by
the Breakers, affectionately named Janis, can break down,
For these privileges the Breakers spend their time in
smelt, crush, cube and strip down anything, including—if
poorly-maintained vaccsuits tearing scrap from orbit
one believes dark rumors—Brekt’s enemies.
and breaking it down. Additionally, they are to salvage
ships likely to contain goods that are in short supply. 5. LUCIFER RISING: Brekt and a secretive few
Their personal freedom, insubordinate attitude and have devoted the last four years to the construction
utter devotion to Brekt vexes Malta—she simply of a nearly completed spaceship. It is a Frankenstein’s
lacks a way to cow them without dooming the colony. monster of mismatched parts, but completely functional
However, whenever the colony is in dire need, it’s once some parts from the PCs’ ship are added. The
always the Breakers who get the brunt of the blame. Breakers are uniformly aware there is a secret project
but the uninvolved assume it is a distillery.
1.THE SCRAPYARD: A coliseum-sized junk heap.
Contains the dross from the harvest of ships, wrecks,
derelicts, and the occasional asteroid. ONCE COMPLETED, the Lucifer Rising only
has room for six or so additional passengers. The
trip involves setting a course for where Brekt believes
IF THE PCS NEED A PART: the nearest civilization is (100 years away) and
50% chance Brekt or a Breaker knows its location. riding it in cryosleep, a so called ‘coffin run.’ Malta is
Otherwise: speed check unaware of the ship and would attempt to destroy
it. She will reward the PCs with the vacated jobs
» Success: Found in 1d10 hours for the wetwork and give them a collection of
»
» Failure: Found in 1d10 days unrelated, shiny medals recognizing their valor.
21
»
D100 CARGO TYPE
DERELICT
SHIP
00 Body Bags (Full)
01-09 Wine
10-19 Complex Navigational Equipment GENERATOR
20-24 Ceramics There are dozens, if not hundreds, of derelict craft
25-29 Antique Books floating in orbit around the Dead Planet. The most
recent of these (and the closest to the PCs upon
30-34 Garden Gnomes (Full of Illegal Stimulants) arrival) is The Alexis (detailed on pg. 6). If the PCs
35-39 Opium want to continue to explore space wrecks, there
are a few easy ways to generate one:
40-44 Tea
45-49 Silver Bars 1. ROLL 1D100 AND READ
RIGHT ACROSS.
50-54 Sensitive Documents
For example: [76] = An uninhabitable courier
55-57 Anthropology Mission with no survivors. The Engine, Jump Drives and
58-60 Botanists/Horticulturists Thrusters are totally non functioning. There’s 13

-
(7+6) days of Galley stock remaining (which is
61-63 Industrial Engineers/Architects strange because it appears that the crew starved
64-66 Terraforming Equipment to death) and 76 cargo units of cremains on board
the ship. This must have something to do with the
67-69 Hydroponic Plants Failed Utopia on board - maybe someone decided
70-71 Rare Wood no one eating was better than unfair rationing.

72-73 Lab Rats 2. ROLL 9D100 AND READ THE


RESULTS.
74-75 Cultured Cells
For example: [81, 91, 87, 30, 87, 61, 41, 35, 42]
76-77 Cremains
A habitable, but non-fucntioning research vessel
78-79 Drug Production Starter Equipment with no survivors, a stable Engine, Thrusters, and
Jump Drive. Not only that, it has 1d10 Fuel and
80 Common Cloth
4d10 ore! Quite a find. It appears that the cause of
81 Designer Clothes the ship’s status was a mutiny; not only that, the
crew seems to have been pet hoarders of some
82 Expensive Fish (food)
kind - the ship is lousy with hungry animals. Maybe
83 Pets they were experimenting on the animals...
84 Plastic Junk (gewgaws)
3. PICK AND CHOOSE YOUR
85 Legionaries (guns & ammo) FAVORITES
86 Religious Pilgrims (religious texts & symbols) Just use these lists as a jumping off point, or to
answer a quick question about any ship the PCs
87 Compressed Algae Blocks (1 = days rations, gross)
happen to board.
88 Disarmed ordinance (lack detonators)
89 Cars (high end)
90 Medicine
91 Cosmetics
92 Race Horse Reproductive Material*
93 Livestock
94 Prisoners
95 Mobile Black Site (used for completely illegal interrogation)
96 Census Takers
97 Cadmium
98 Preserved Fruit
99 Refugees <- Maybe make this an alien prisoner *(if kept cold, among the most valuable things in the universe)
9
DERELICT SHIP
MAPPING
You can use the generator on the previous page SHIP CLASS
to quickly get a feel for what’s going on in the ship,
Depending on your ship’s class, you should roll
what the problems are and what the possible loot
a different number of d6s when constructing it.
is. You can easily use it as a jumping off point for
Some ships are big enough to have more than one
writing your own adventure, but if you’re strapped
level, as outlined below:
for time, you can just grab a handful of d6s and
drop them on the table. Place them however you
» BLOCKADE RUNNER: 15d6 1+ levels
want to create a map and then roll a d10 for each

»
room, consulting the RANDOM SHIP MODULE » COLONY SHIP: 20d6+ 3+ levels

»
table on the next page. All ships must start out » COURIER: 4d6 1 level
with at least 1 Command Module and 1 Thrusters;

»
other than that, have fun with it. » CUTTER: 10d6 2+ levels
»
» FREIGHTER: 17d6 2+ levels
HIDDEN DUCTS
»
» MINING FRIGATE: 12d6 2+ levels
A quick way to establish hidden ducts connecting
»
different modules in the ship is to connect a few » RESEARCH VESSEL: 8d6 1+ level
»
rooms whose numbers add up to 7. You can » SHUTTLE: 7d6 1 level
create a ship with a ton of hidden ducts or just limit
»
it to a few. » TROOPSHIP: 15d6 2+ levels
»
THRUSTERS WEAPON
CARGO HOLD
Completely smelted. CARGO HOLD
1d10 Cargo Units (Tea) ENGINE Railgun LIFE SUPPORT
Completely and MEDBAY
Intact and salvageable. 3d10 Pain Pills Functional
totally empty
1d10 Fuel Units. 2d10 Stimpaks
BARRACKS
1d10 Scavengers
1d10 Original Crew

COMMAND
Single cockpit.
Scarred by gunfire. COMPLETELY
DESTROYED
ROOM
LIFE SUPPORT
Non-Repairable
COMPUTER THE
Contains an intact
map of the current sector.
DUNCAN
MURMUR
Uninhabitable. No survivors.
Engine, thrusters, jump drives
CARGO HOLD non-functioning.
2d10 Scavengers 1d10 Fuel Units.
3d10 Metal.
Cause of ruination: Succumbed to
nightmares.
CARGO HOLD Weird: Religious Extremists.
1d10 Cargo Units CRYOCHAMBER
GALLEY JUMP DRIVE
(High End Cars) Filled with corpses.
1d10 Supply Completely Smelted HIDDEN DUCTS
Fear save or 1 Stress.
Remaining

10
// 3D10 SHIP NAME GENERATOR
// ROLL ONCE IN EACH COLUMN
01> IAGO VALEFOR ECHO



DERELICT
02> HECATE OPHANIM ALPHA



03> OBERON MARAX OMEGA



04> WHITEHALL MARINER KING
SHIP



05> DUNCAN LABOLAS BEGGAR



06> BANQUO ASTAROTH DELTA
MODULE



07> WINTER CHERUBIM EPISLON



08> MARLOWE TYRANT JIBRIL
GENERATOR



09> TEMPEST BALAAM BRAVO



10> FAUST MURMUR TANGO



To use the table below, roll a handful of d6s and start placing them on the table to create a map. For
each room roll a d10; this shows the basic contents of the room, whether they’re trapped, have extra
supplies, or if there’s a conflict or survivor on board.

1 2 3 4 5 6
01 COMMAND: JUMP DRIVE: Intact GALLEY: 1d10 MEDBAY: Stocked CARGO HOLD: CARGO HOLD:
Single cockpit, and salveageable. supply units to the gills. Roll Roll on Cargo table Roll on Cargo table
scarred by gunfire. remaining. twice on Weapon on page 9. on page 9.
Cache.
02 COMMAND: JUMP DRIVE: MEDBAY:
Bridge with working Completely smelted. Completely picked
comm station. over.
03 LIFE SUPPORT: THRUSTERS: Intact GALLEY: Completely MEDBAY: 3d10
Functional. and salveageable. barren, booby Pain Pills, 2d10
trapped. Stimpaks.
04 LIFE SUPPORT: THRUSTERS: GALLEY: Roll on SCIENCE LAB:
Repairable. Completely smelted. Weapon Cache table Strange creature in
on page 13. containment .
05 LIFE SUPPORT: BARRACKS: SCIENCE LAB: ENGINES:
Non-repairable. One survivor Quarantined. Body 1d10/2 squatters in
unconscious. Save or 2d10 dmg. Vaccsuits huddling
around the warmth
06 LIFE SUPPORT: ENGINE: BARRACKS: Roll on CRYOCHAMBER:
of the engines.
Radioactive (Body Intact and Weapon Cache table Filled with corpses.
Save or 1d10 dmg). salveageable. on page 13. Fear Save or 1
stress.
1d10 Fuel units.
07 COMPUTER: BARRACKS: CRYOCHAMBER:
Contains an intact Corpses. 3d10 working
map of the current cryopods.
sector.
08 COMPUTER: ENGINE: LIVING QUARTERS: CARGO HOLD: ENGINES: Strange
Contains an intact Completely Roll on Weapon Completely and creature infestation.
map of a random destroyed and Cache table on totally empty.
sector. unuseable. page 13.
09 WEAPON: LIVING QUARTERS: CRYOCHAMBER: CARGO HOLD: BARRACKS: Fight
1. Laser Cutter Booby trapped. 1d10 Cryopods that Currently being between 2d10
2. Autocannon seem fine. 25% picked through scavengers and
3. Railgun failure. by 2d10 armed crewmembers of
4. MG Turret scavengers. Roll the ship’s original
10 5. Torpedoes
ENGINE: Rigged to LIVING QUARTERS: COMPLETELY
on Cargo table on crew.
explode in 1d10 Stowaway squatting DESTROYED ROOM
6. Rigging Gun page 9.
minutes. here.

11
ALPHA BRAVO CHARLIE DESPERADO ECHO FOXTROT GHOST HELIOS INDIGO JUNIPER KILO LANCE MIKE
NOVEMBER ONYX PARASOL QUEEN ROMEO SALT TANGO UNIFORM VIOLET WALRUS XYLOPHONE YARROW ZULU
Local Drive (MS:/) 165000 Free
d100 JUMP DRIVE MALFUNCTION
01- A LARGE AQUARIUM IN THE MESS IS FILLED WITH: 1) TILAPIA 2) TROUT 3) SALMON
05 4) JELLYFISH 5) CATFISH 6) OYSTERS 7) OCTOPI 8) SQUID 9) SNAILS 10) STRANGE MASS
06- THREE BEFUDDLED SPACEFARERS LOUNGE ABOUT THE DECK, PERPLEXED THIS IS NOT THE GOLDEN
10 HEART. THEY ARE: RIO URIBE, CARA DELEVINGE AND IRINA LAZAREANU (FASHIONABLE
SOCIALITES). THEY WEAR CORSETED JACKETS, CRINOLINED BALLERINA SKIRTS AND TOWERING
STILETTOS AND MAKE EXCELLENT NEGOTIATORS AND ALWAYS HAVE A CONTACT ANYWHERE THE CREW
MAY WIND UP. THEIR SALARY IS 7,000 CREDITS AND THEY ONLY WORK AS A TEAM.
11- PASS YOUR CHARACTER SHEET ONE SPACE CLOCKWISE; YOU ARE NOW THE CHARACTER PASSED TO YOU
15 (IF APPLICABLE, AN NPC CONTROLLED BY THE DM IS PART OF THIS CIRCLE).
16- WITHIN THE SHIP: GRAVITY IS DELAYED 3 SECONDS (OBJECTS REMAIN SUSPENDED FOR 3 SECONDS
20 BEFORE FALLING) FOR 1D4 HOURS.
21- TIME MOVES DIFFERENTLY FOR EVERYONE. TIME TO PHYSICALLY TRAVEL FOR EACH CREW MEMBER IS
25 MEASURED IN (ROLLED INDIVIDUALLY): 1D4 SECONDS, MINUTES, HOURS, DAYS. LASTS 24 HOURS.
26- IN THE POCKET OF EVERY CREW MEMBER IS A SEALED LETTER SIGNED BY A CREW MEMBER
30 SELECTED AT RANDOM. THE LETTER IS AN ARDUOUS CONFESSION TO ACTS SO SINGULARLY VILE
AND UNCONSCIONABLE THAT READING THEM TRIGGERS A STRESS TEST (D10/2). TO AID THE CREW
MEMBER WHO “WROTE” EACH LETTER REQUIRES A FEAR SAVE.
31- THERE IS AN ELABORATE LACQUERED BOX. INSIDE IS A BLACK CAT WITH WHITE EYES; ALL SCANS
35 SHOW IT TO BE DEAD. IT IS PERFECTLY ALIVE AND SOMEWHAT FRIENDLY.
36- A “BIRD”—THAT LOOKS LIKE A CUBIST PAINTING—FLUTTERS ABOUT, RECITING THE DIGITS TO PI.
40 AT AN ARBITRARY POINT THE BIRD EXPLODES IN A SOFT HISS OF INK. THE NEXT MATHEMATICS
CHECK EACH CREWMEMBER MAKES IS WITH ADVANTAGE.
41- MOVEMENT IS BLINDINGLY FAST. YOU ACCELERATE AT BREAKNECK SPEED. YOU CAN VAPORIZE
45 YOURSELF RUNNING INTO A WALL—BODY[-] SAVE TO NOT SMASH INTO A WALL FOR 4D10 DAMAGE.
THIS ENDS IN WHAT FEELS LIKE SECONDS BUT IS ACTUALLY 4 HOURS.
46- THE CREW ARE WHOLLY CONVINCED THEY ARE SOMEONE ELSE’S DREAM; THAT THEIR ENTIRE
50 EXISTENCE IS SIMPLY FRAGMENTS OF A DREAMING STATE. THEY ARE IMMUNE TO STRESS CHECKS
UNLESS SOMEONE SUGGESTS THE DREAMER MAY AWAKEN. IT ALSO REQUIRES A SANITY SAVE TO TAKE
RAPID SELF PRESERVING ACTION.
51- PHYSICAL CONTINUITY IS OUT OF WHACK. WHEN THE CREW WALKS INTO A ROOM, INDIVIDUALLY
55 ROLL FOR WHAT ROOM THEY WIND UP IN. THE ROOM’S ORIENTATION IS: D10 1-5: NORMAL, 6-8:
INVERTED (LEFT-RIGHT), 9-10: INVERTED (UPSIDE DOWN).
56- EXITING WARP: THERE IS A TABLE SET WITH A FEAST AND A MARBLE BUST OF EACH CREW MEMBER
60 ON THE TABLE FACING THEIR SEAT.
61- EVERYONE BECOMES A MIRROR VERSION OF THEMSELVES (RIGHT HANDED PEOPLE BECOME LEFT HANDED,
65 SCARS ARE ON OPPOSITE SIDE, ETC.). GAIN 2 STRESS. SOME GEAR MAY BE DIFFICULT TO USE.
66- THE SHIP AND CREW HAVE BEEN BOUNCED BACKWARD BY A TIME RIPPLE. 1-4 THEY EACH HAVE
70 5 MORE XP 5-6 THEY CAN ROLL ADVANTAGE ON ALL SAVES THIS SESSION 7-8 THEY CAN ROLL
ADVANTAGE ON ALL CHECKS THIS SESSION. 9 THE SHIP HAS A NEW MODULE THAT WAS NEVER THERE
BEFORE 10 EVERYONE HAS D10 MORE STRESS.
71- A DUPLICATE OF EVERY CREW MEMBER APPEARS. THE WARDEN ROLLS SECRETLY TO DETERMINE
75 WHETHER EACH PLAYER IS THE ORIGINAL OR DUPLICATE.
76- THERE’S A HEAVY MIST THROUGHOUT THE SHIP AND ALL SOUNDS ECHO FOR THE NEXT D10/2 HOURS.
80
81- EVERYONE’S CLOTHING IS WORN THIN AND PATCHED UP AND IT WASN’T LIKE THAT BEFORE THEY
85 ENTERED THE CRYOPODS.
86- SHADOWS SEPARATE FROM THEIR OWNER, MOVING AHEAD OF THEM UNTIL A SANITY SAVE IS MADE.
90
91- EVERY WOUND EVER RECEIVED REOPENS AND BLEEDS. PANIC CHECK. EVERYONE IS COVERED IN
95 BLOOD UNTIL A SANITY SAVE IS MADE AND THE CREW REALIZES IT’S AN ILLUSION.
96- EVERYONE THE CREWMEMBERS HAVE EVER LOVED AND LEFT BEHIND IS LOOKING AT THEM IN EVERY
00 REFLECTION. THIS FADES GRADUALLY AFTER D10 DAYS. ROLL A DIE; EVEN RESULT: SANITY CHECK
OR 1D10 STRESS EACH TIME THEY LOOK INTO A MIRROR, ODD RESULT: GAIN ADVANTAGE ON FEAR
CHECKS FOR ONE DAY.

12 MS:/
<<!-- Printer-Friendly Version at http://mothershipRPG.com -->>
[WHY DOESN’T THEIR JUMP DRIVE WORK?]

Specifically, any ships drawn into the Dead Planet’s orbit will have
their jump drive cease to work due to the pull from the Dead Gate
on the surface. The first time the PCs try to use their jump drive,
roll a critical hit for the ship and a Jump Drive Malfunction. If
you’re running a game where you don’t want the PCs trapped here, or
they’re getting bored, then just let them leave with another two
critical hits rolled and then roll another Jump Drive Malfunction
when they leave.

D100 WEAPONS & SUPPLY CACHE


01-15 A ROTTING WOODEN BOX: ROSCO 556 NAIL GUN, 4 BOXES OF NAILS, MNC MODEL A
LASER CUTTER, SPARE BATTERY, PEABODY FLARE GUN, 6 FLARES (HUNTER GREEN).
16-25 A PICKED CLEAN ESCAPE POD: EVA MK-II HAND WELDER, HALLS B SERIES FOAM
GUN, EMERGENCY BEACON, CROWBAR, INFRARED GOGGLES, FLASHLIGHT, STRAY
BULLETS.
26-28 INSIDE A ROTTED TREE: A PRESERVED PRIMITIVE HUMANOID CORPSE CLUTCHES A
HARD METAL SPEAR (1D10 DAMAGE).
29-35 A PAIR OF RUSTED FOOTLOCKERS: AUTOMED(X6), FIELD RECORDER, MEDSCANNER,
HAZARD SUIT (4X), SCALPEL, MEDKIT, D&C 7 TRANQUILIZER PISTOL (2X).
36-40 BLACK SYNTHETIC LEATHER SUITCASE: ELECTRONIC TOOLKIT, FLASHLIGHT,
LOCKPICK SET, MRE (X7), PAIN PILLS (X18), FN “SLUG GUN” REVOLVER,
SPEEDLOADER (X2), BOOK: IVY LEAGUE GUIDE TO BYPASSING SECURITY.
41-50 A TARP STITCHED SHUT: SURVEY KIT, VIBECHETE, WATER FILTER, RADIO JAMMER,
REBREATHER, SK 109 SEEKER SMARTRIFLE, GHILLIE SUIT (WHEN UNMOVING:
SEARCHING FOR YOU IS AN INTELLECT CHECK WITH DISADVANTAGE).
51-58 LYING ATOP AN OCTAGONAL ALTAR, BEDECKED IN ORNATE BELLS: A PAIR OF CRUEL
LOOKING ENERGY WHIPS (INTELLECT INSTEAD OF COMBAT, 2D10, 10% BREAK
CHANCE).
59-68 A WATER RESISTANT DUFFEL BAG: BINOCULARS, CAMPING GEAR, STIMPACK (X2),
WATER FILTER, LOCATOR, REBREATHER, SK 109 SEEKER SMART RIFLE (2X), SPARE
MAGAZINES (X8, JUNGLE CLIPPED), 4X EROTIC PICTORIAL MAGAZINES.
69-70 AN OILCLOTH WRAPPING CONTAINS: HAN-290 RIGGING GUN (X2), D&C 7
TRANQUILIZER GUN (X4), A GUIDE TO BIG GAME HUNTING (MANFUL CONQUEST)
71-80 CANVAS “DOCTOR” BAG (CADUCEUS): BIOSCANNER, PAIN PILLS (X6), FIRST AID
KIT, STIMPACK (X2), CYBERNETIC DIAGNOSTIC SCANNER, D&C 7 TRANQUILIZER
PISTOL, ROSCO 556, BOOK: QUIETING THE SCREAMS: A PRIMER ON BEDSIDE
MANNER.
81-84 A HUMANOID HUSK—TALL, WITH FOUR CLUSTERED EYES—WEARS ONLY A PAIR OF
ORNATE BRACERS (1D10 DAMAGE, BLASTER OR EXTENDABLE BLADE; 10% BREAK
CHANCE).
85-88 BADLY CHARRED ASBESTOS FIRE SAFE: RAMHORN 1 FLAMETHROWER, FUEL TANK
(X4), 1 GALLON KEROSENE, ZIPPO (ENGRAVED: “WHAT THE HAND, DARE SEIZE THE
FIRE?”).
89-91 A GEOMETRIC STACK OF UNKNOWN PURPOSE AROUND AN INTRICATELY WROUGHT METAL
STAVE (2D10 DAMAGE BLAST OR 1D10 STRIKE).
92-96 A HARDBODY GUITAR CASE: AZUREGLO RICKENBACKER 4001C64 ELECTRIC BASS IN
CHERRY RED FINISH, ARMA 29 SUBMACHINE GUN, SPARE MAGAZINE (4X).
97-99 RUSTED 10 FOOT SHIPPING CONTAINER (STENCILLED WITH PRIVATE MILITARY
CONTRACTOR LOGO): KANO X9 COMBAT SHOTGUN (X4), ARMA 29 SUBMACHINE GUN (X4),
F20 “ARBITER” PULSE RIFLE (X2) RAMHORN 1 FLAMETHROWER; BOXES: 200 SLUGS, 10
PULSE MAGAZINES, 20 ULTRA CAPACITY MAGAZINES, 4 FUEL TANKS.

Use with Planetcrawl (pg. 30-43) 13


the dead planet’s moon is roughly the size of Earth’s moon and tide-locked. From a
distance (or with long range scanners), the PCs can tell that the moon is barren though obviously littered
with wrecks. There are faint signs of life in the northern hemisphere. If the PCs inspect the
moon closely they notice:
» The life signs come from a buried underground bunker (2,6).
»
<see tyrant beggar moon colony on pg. 18>
» 60km away from the bunker is a huge harpoon gun (5,3)
»
surrounded by an enormous junk pile.
<see brekt’s breakers on pg. 21>
After ten minutes, a massive harpoon is fired from the
surface of the moon and hits the PCs’ ship (3d10
damage) and begins pulling it towards the surface.
Roll a Speed[-] check for the ship (Piloting) to
avoid:
» CRITICAL SUCCESS: The ship is
»
able to pull away, the harpoon and cable
uncoupling and falling to the surface.
During the evasive maneuver, the pilot is
able to make out the hidden wreck of
the perennial tyrant (6,8).
» REGULAR SUCCESS: The ship
»
is able to pull away, the harpoon and
cable coming with it.
» FAILURE: The ship gets pulled
»
to the surface. The crew has 60
seconds to prepare before the ship
is grounded.
» CRITICAL FAILURE: In the
»
struggle, the ship is struck twice
more with smaller harpoons,
causing another 2d10 damage, and
then crashes (taking a critical hit).
Roll 1d10 for crash site:
1-5) LOST IN THE DUNES
Roll 2d10 for the exact location on the
map’s grid but reroll if landing on a red dot.
If within 5 squares of Tyrant Beggar,
12 breakers ( :40, pulse rifles, :40, :1) arrive
C
I
H
on foot within four hours. Otherwise, no one
comes looking.
6) WRECK OF THE PERENNIAL TYRANT (6,8)

14 s. Weapons cache. Parts for repairs.


MRE
Within 3 days, dean will arrive and beg for help on his
doomed mission to the planet below <see pg 20>.
7-8) HARPOON GUN & SCRAPYARD (3,4)
The ship crash lands into a massive junk pile and is immediately boarded
by 8 breakers, led by brekt <see page 21>.
9-10) TYRANT BEGGAR MOON BASE (2,6) The ship crash lands 3km away from
the underground bunker. Within 15 minutes they are approached by verger & kalm <see page 17>.

MOON COLON
THE DUNES
Barren and uninhabited, the dunes are a lifeless, airless
desert. Roll 1d10 when passing through a dune:
1-4. Nothing. Just dirt and moon rock and nothing.
5. The planet below seems to pulse with energy.
6. Scrap, unuseable. Wreckage from orbit.
7. Sinkhole. Body Save or 1d10 dmg. per turn until a
friendly PC makes a Strength check and frees you.
8. A wanderer from Tyrant Beggar, looking for death.
9. 1d10 of brekt’s breakers arrive in an ATV.
10. Weapons cache <see pg. 13>.
H O W F A R C A N YO U WA L K ?
Marines and Androids or anyone with Strength over
50 can ruck about 10km/hr for three hours once
per day (30km/d) under normal gravity. Everyone
else moves at half that rate (15km/d). If moving
more than that in a day, take 1d10 damage for
every 5km travelled past the maximum, Body
Save for half. Without enough water you start
taking damage after 10km, no matter what,
and moving more than your max in a day
puts you at Disadvantage for all Body Saves
for the next day.

D AY & N I G H T O N T H E
MOON
The moon experiences two weeks
of sunlight followed by two weeks of
darkness.

F O O D & WAT E R
If the crash hasn’t already caused this, the
crew will eventually run out of food, water
and oxygen. When the ship crashes, total
up the remaining oxygen left on the ship and
divide it amongst the human players <as per
the rules on pg. 8.3 of the Players Survival Guide>.

GETTING LOST
If the players set out on foot to make it to the bunker,
they can do so and generally won’t get lost. Let them
know how far away they are from their destination and
what their chances of survival are so that they can make
smart decisions.

NIGHTMARES
Resting on the moon has its consequences. Proximity to the Gaunt and
their Gate causes nightmares for those who choose to rest in this barren
wasteland <see page 27>.

NY BLOODBATH
WHY ARE THERE WRECKER CANNIBALS
ON THE MOON?

A decade ago, strange energies <see dead gateway on pg. 36> caused the colony construction vessel Perennial
Tyrant to crash into the Dead Planet’s moon. The desolate plains of the moon were witness to the rapid
repurposing of the Perennial Tyrant into shelter, sullenly christened Tyrant Beggar by its grim-yet-stoic inhabitants.
Tyrant Beggar is sustained by a society predicated on ritual cannibalism, a collective emphasis on survival, the
denial of reality, scavenging and nightmares.

WHAT ARE THESE MOON CANNIBALS LIKE?


The inhabitants of Tyrant Beggar are somewhat incomprehensible to outsiders. Because of the necessity of
cannibalism to sustain themselves early on, every member of the colony demonstrates their willingness to put the
colony first by amputating a part of themselves to be mixed into the common meal. As a corollary, prosthetics
are a common sight. However, parts are not simply hacked off and tossed into a stewpot! Rather, John the Ripper
is lauded for his devotion to and skill at ritual amputation—despite accidents that occasionally happen when
offerers flinch. Overall, prestige is accrued among the colonists in direct proportion to the amount of themselves
they have offered up as food. Among those who enjoy the highest status is Malta, whose legs were amputated—
she is now wheelchair bound. Holding certain positions of social authority—such as being a goat herder or
administrator—are predicated upon a significant volume of excision. John the Ripper is additionally esteemed as
his donations have reduced his hands to the absolute minimum necessary for his job. Notably, this ceremony is
almost completely unnecessary; the colony has mangy goats, scavenged from a wreck, that provide them with sour
milk and stringy meat. Still, rituals are an important part of social cohesion.
The subterranean lifestyle in Tyrant Beggar produces a sensitivity to light amongst its citizens. To compensate,
many wear dark goggles, sunglasses or even surgically remove their eyes. There is currently a vogue for
wearing blindfolds with eyes painted on them. The squalid lives of the inhabitants are spent in a claustrophobic,
tenebrific, musky warren, where they experience unabating angst over the scarcity of water, food and air. Casual
conversation generally touches on these topics.

MINIMUM STRESS: 4
16
WHAT HAPPENS IF THE CREW APPROACHES THIS AWFUL PLACE?
When they crew approaches the colony they will be hailed by half an android strapped to the chest of a scrawny,
excitable, dullard—Verger.The android—Kalm—dispassionately explains that the crew has landed on the moon of the
Dead Planet, which is inescapable. Jump Drives don’t work here and this moon is in the isolated hinterlands far from
civilization.This is truly the worst place.
Chipperly, she informs the party of the subterranean colony and offers conditional membership, guaranteeing the
crew’s continued survival.They can even aspire to be full citizens! Should the crew need food, water, medicine, or other
mundanities, Kalm will assure the crew of their availability beneath the surface. She is quick to add that this hospitality
is conditional upon the crew contributing to their scavenging efforts—she will gesture nonchalantly towards a derelict
being hauled to the surface by the giant rigging guns—and surrendering their ship and all possessions to the collective.

IF THE CREW REJECTS IF THE CREW IF THE CREW ACCEPTS


KALM’S OFFER ATTACKS KALM’S OFFER

Kalm is nonplussed and placidly The colonists deal with the crew in The colonists lead the crew to
admits the colony will simply wait a swift and brutal fashion. Tactically, the quarantine cells [1], then,
for them to die—whether the the colonists will not engage a well swiftly subject them to a harrowing
cause is starvation, cabin fever, or armed crew head on. Instead, they and intrusive battery of security
some other grisly end is immaterial. will slink back into their shelter and measures. The crew is stripped,
She will take pains to express utilize their familiarity of the terrain hosed down with cold water,
that she sees this as regrettable to spring ambushes and quickly melt scanned for viruses and inspected
and a senseless waste of life. The back into the shadows. A small like livestock by John the Ripper.
colony will respect the boundaries party will sneak off to destroy the They then may nominate their
of the ship and even engage in life support system on the PCs’ ship amputation site [see sidebar]before
lopsided trade for items the colony and steal their food and water. Then being issued an ill fitting jumpsuit
desperately needs. Otherwise they the colonists will seal off their base with sighted stencilled across
view the contents of the ship as when the crew retreats. If their the shoulders. Their next week
inevitably becoming theirs and goats are threatened in any way the is intermittent medical prodding,
believe plundering the ship would colonists will relentlessly assault culture shock and feedings before
be a gratuitous squandering of finite the crew until every member is they are admitted as provisional
resources. There will always be 2 dead. For combat purposes, assume members with a cheerlessness that
scouts on the horizon watching the that there are 30 willing fighters lacks hostility as they are finally
ship. dean will try and sneak aboard in the colony, 50 if defending from cleared to enter the colony.
within 2 days. invasion.

VOLUNTARY AMPUTATION
Yes, to join the colony the PCs must amputate some part of themselves for a common meal, ostensibly in
honor of the desperate founders of Tyrant Beggar. They do get to partake in the meal. Sanity Save or gain 1d10
Stress. Androids are not exempt from this ritual.

TIMELINE OF EVENTS THAT WILL HAPPEN IF THE PCS DO NOTHING

DAY 1 DAY 2 DAY 3 DAY 4 DAY 5 DAY 6 DAY 7


PCs get out of Malta asks the Dean asks the Verger secretly Civil war Leer finishes Brekt’s crew
Quarantine. PCs about party about contacts the breaks out at the Dead Gate finishes repairs
getting Dean joining his PCs and asks Tyrant Beggar. in the Sculpture on the Lucifer
- OR - to quiet down movement to them to break The Youth Garden Rising and set
or “disappear.” flee to the Leer’s hands. faction standoff unwittingly. off on their
Tyrant Beggar - OR - surface of the He thinks her against Malta’s Dozens of hundred-year
sends out a Dead Planet. sculptures are Loyalists. Gaunt stream journey. They
search party Dean tries to bad and make through every have room for
for the PCs sneak aboard her sad. hour. 6 people.
the PCs’ ship.
17
KEY AIRLOCK
TYRANT
CARVED TUNNEL
BEGGAR
HIDDEN DUCT
MOON
COMMON
BASE
AREA Human Population: 2d10*5
Android Population: 1d10/2
Lighting: Dim Flourescents
2 Days of food left: 2d10*2
Mood: Restless

QUARANTINE DORMITORIES GOAT


CELLS FARM

1 3 4

FACILITIES MED MACHINE


CHAPEL SHOP

5 6 7

THE CONTROL SCULPTURE


VAULT GARDEN

8 9 10

AIRLOCK

18
1. QUARANTINE CELLS: Several small cramped 8. THE VAULT: Entrance is restricted to the highest
and dingy prison cells with slots in their doors for ranking colonists without exception. This heavily secured
feeding and communication. room houses a veritable smorgasbord of vice—drugs,
luxury goods, pornography, fine art, weapons, tracts
2. COMMON AREA: No matter the time, citizens
arguing for the primacy of the individual rather than
mill about idly in this dingy space cluttered with
society; it’s all here. Scavenged contraband is deposited
scavenged, mismatched furniture. There are also
here by brekt and inventoried by malta—who is not
a collective ramshackle kitchen and some dig pits
above using the contents for motivation, reward or
that serve as bathrooms. When the crew enters the
personal indulgence. The entrance is locked and Malta
common area, 2d10 colonists are taking a respite here.
keeps the key on her person at all times <see pg. 25>.
Roll on the table below for the most notable goings on.

d10 COLONIST(S) AMPUTATION WHAT ARE THEY DOING?


1 Circle of surly teenagers. Eyes removed, sockets ringed with scars. Animatedly plays chess.
2 Several stern elderly women. A patchwork of remaining fingers. Practices reading Braille.
3 Troop of wretched, grubby children. One leg amputated to the calf. Smokes furtively, eyes askance.
4 Couple on a date. One arm amputated to the elbow. Discusses the goats excitedly.
5 Scavenging crew returning from work. Lips sliced off. Morosely eats a bowl of gruel.
6 Scrapper crew preparing to break down a ship. Cheek sliced off. Signals they wish to barter (have contraband).
7 Venerated amputee—nothing left below the One eye, three fingers, one hand Debates the merits of amputating a hand
ribs—mobbed by admirers. removed (this was a fad for awhile). contrasted with a foot.
8 Simple goat-tender. Ear removed. Drinking fuel distillate alcohol (180+ Proof).
9 Despondent emaciated man. Tongue cut out. Compares impressions of the latest sculptures.
10 Apprentice of John the Ripper. Two toes amputated, awkward gait. Describes favorite things scavenged from ships.

9. CONTROL: The surveillance center of the base.


3. DORMITORIES: Smells like a foetid locker room
Monitors fed from a multitude of hidden cameras
with the humidity to match. The space is crowded with
document the bleak quotidian experience of life in
far more somnambulent people—some naked—than
Tyrant Beggar. One wall, free of screens, is devoted to
there are bunks (fashioned from repurposed cryopods)
a chalkboard coated in arcane calculations tracking
crammed together. Despite the omnipresent lines
the stores of food and water. Adjacent is a cork board
festooned with hanging clothes and the occasional
with photographs of candidates for disposal—should
impromptu curtain, privacy is impossible.Gear, including
the need arise—along with preemptive justifications.
clothing, left unattended will be stolen.
The disposable colonists are largely newcomers
4. GOAT FARM: The relentless, brutal cycle of or troublemakers. malta passes most of her time
involuntary cannibalism was made obsolete when brekt’s here, voyeuristically transcribing the lives of others
crew recovered these goats while scavenging. Despite accompanied by the occasional bon mot. kalm is also
the goats’ somewhat haggard appearance they are figures largely confined here—except when she patrols the
of awe amongst the colonists and are treated better than base mounted on verger.
any citizen could aspire to be. On account of their value,
10. NIGHTMARISH SCULPTURE GARDEN:
access to the goats is restricted to a privileged few.
Inhabitants of Tyrant Beggar are unlikely to be anything
5. FACILITIES: Dominated by a hazardously approximating psychologically well. The collective
jury rigged bricolage of scavenged life support systems trauma expression of the colonists has always

and dilapidated generators running on scavenged fuel. coalesced into crafts with a particular fixation on
6. MEDICAL CHAPEL: The dominion of john sculpture. This room is a repository for the many tiny
the ripper, a
gleaming, pristine Medbay enhanced and sculptures produced daily by the colonists <see pg. 27>.
expanded with the finest pieces looted from every Unbeknownst to them, their nightmare sculptures are
subsequent wreck.The facilities have a notable emphasis less therapy and more a point of entry for the Gaunt.
leer in particular has a mania for sculpting and works
on amputation.
on her pieces until she physically collapses—possessed
7. MACHINE SHOP: Smells heavily of grease and to complete her sculptures. She is five days away from
worked metal overlaid with the grunting perspiration completing the Gate. When this happens 2d10 Gaunt
of machinists. There are two ten-man ATVs—only one will invade from their awful dimension every hour,
of which is currently operational; the other is awaiting unceasingly.
scavenged parts for necessary repairs. The shop is well
stocked with tools, although the collection is eclectic.
19
CHTHONIC CATHARSIS
Several youth on tyrant beggar have heard a broadcast from the surface and are very exhilarated by the prospect
of not living their life in a suffocating underground structure eating goat and gruel supplemented with human flesh.
Of particular suspected gratification is the potential to experience the entirely theoretical concept of personal
space. A small party—led by a precocious, overly enthusiastic youth named dean—is formulating a plan to steal
the crew’s ship and pilot it to the surface. This plan is met with derision—the inhabitants of Tyrant Beggar did not
survive by taking risks—and Malta is looking for a pretext to dispose of the lot of them, or at least Dean.
LET’S FACE IT: THE TEENAGERS ARE NO ONE TRUSTS A NEUTRAL PARTY.
DOOMED. They were raised in total isolation and Malta or another administrator may plead with the
indoctrinated with atypical beliefs that are socially party to describe the horrors outside Tyrant Beggar—
disastrous to conversing with anyone outside their or may simply ask them to ruthlessly cull the opposing
colony. More pressingly, they are almost completely side before the matter comes to a vote. Comorbid
ignorant when it comes to hazards—outside of the with these tensions is the growing influence of the
fragmentary knowledge gleaned from scavenging Gaunt through Leer’s Sculpted Gate.
derelict ships. It’s comical; they don’t stand a chance.
ALL HELL BREAKS LOOSE AFTER FIVE
MALTA REALLY WANTS TO NIP THE DAYS. The party may obviously leave sooner; in
PROBLEM IN THE BUD. If the crew wants to the case that they don’t, a civil war breaks out. This
lounge around Tyrant Beggar, that’s fine. The inhabitants is an excellent opportunity for the party to pilfer
will become fiercely polarized about abandoning the any valuables, scavenge anything needed for repairs,
colony for the surface—largely along lines of age and abscond with any likely crew and vamoose to the
social status—with increasingly violent results. surface <see pg. 30>.

THE FIRST BROADCAST THE SECOND BROADCAST


AFTER THE CRASH OF THE DEFIANCE SALT ECHO QUEEN
QUEEN OMNI SUPREME 9-4-9-0 1 3 0 9 3 R E A D Y, R E A D Y 6 5 P A R A S O L
YA N K E E H E L I O S F O X T R O T ACHTUNG! 03246/16
This is Lance-Corporal Victoria Bradlee, allow me to repeat: Queen This is Lance Corporal Victoria Bradlee. Fireteams Archipelago,
Omni Supreme 4-9-0. Desperado, July; Achtung! Avoir des engelures aux yeux? We
crushed les sans-culottes but an empty building apparently has
No one is going to hear this so I’d like to make a confession: three fireteams down? You expect me to believe this? This stupid
after the things we did in that forest this almost seems nice… prank merits la savate….
relaxing… no screams, no disputes, just rocks and fishing with all
the water. The Captain is convinced there’s a big payday here, some Well if this is time [sound of a round being racked], I have no choice.
bomb… maybe some artifacts to loot and get rich off of some Khong xau, as Linh says.
antiques dealer.
Maybe I’ll finally understand how there is freedom in living as if
[Sighs] It’ll all be junk tho; that seems just about our luck… at one has already died.
least this place is too empty for us to have any hostiles… Captain
can’t see the wasteland for the total emptiness so still guard up. This is Lance Corporal Victoria Bradlee; it has been a pleasure to serve.
What’s that saying the Captain loves so much? “The more hardship,
the better.” Well, at least the weather’s nice? [STATIC]

And this hardship had better pay off because I didn’t sign on for
being stranded in the middle of nowhere. As I say “Heureux comme This message is cause for consternation among the
un poisson sur la paille,” but half the unit forgot the coms code. young dissident faction. They are deeply confused
by the use of Napoleonic military slang (something
Yet another exciting task. the crew of the defiance utilized in lieu of other
cryptography).
YA N K E E H E L I O S F O X T R O T 9 - 4 - 4 - 9 Dean is convinced they’ve discovered something
amazing and are trying to keep it for themselves.
The others are more leery but still view the
Dean understands this to mean the surface is full
surface as a worthwhile pursuit. The second
of valuable things and that potable water and fish
message is broadcast the first day the crew
are plentiful.
are released from quarantine, interpretations
The parts he doesn’t understand he handwaves. proliferate and fuel schisms.

20
BREKT’S BREAKERS Human Population: 2d10
Android Population: 0

TUNNEL HIDDEN DUCT


KEY: UNDERGROUND ABOVE GROUND AIRLOCK

BREAKER SCRAPYARD BREKT’S


BARRACKS TRAILER

2 1 3

LUCIFER JANIS
RISING

5 4

BREKT’S WORK CREW (“the Breakers”) 2. BARRACKS: Spacious, private and comfortable
work grueling two-week shifts (a day and night shift). berth for a dozen or so—the finest scavenged bunks
However, their occupation grants them a degree of wind up here. The ceiling and walls are excessively
personal freedom—the only authority figure they truly bedecked with trinkets the Breakers find.
obey is Brekt, to whom they are fanatically loyal. They
3. BREKT’S TRAILER: The trailer is completely
know the colony will fail without them, which insulates
consumed with the task of researching where they are,
them from punishment. This greater freedom translates
using every available star map in order to plot an escape.
most notably into a lack of major amputation, for which
This has been Brekt’s singular focus for four years and
they are treated with a mix of envy, spite and pity. This
the maps are nearly incomprehsible without guidance.
friction is exacerbated by their free access to pet and
admire the goats whenever they would like. 4. JANIS: The gargantuan scrapping machine used by
the Breakers, affectionately named Janis, can break down,
For these privileges the Breakers spend their time in
smelt, crush, cube and strip down anything, including—if
poorly-maintained vaccsuits tearing scrap from orbit
one believes dark rumors—Brekt’s enemies.
and breaking it down. Additionally, they are to salvage
ships likely to contain goods that are in short supply. 5. LUCIFER RISING: Brekt and a secretive few
Their personal freedom, insubordinate attitude and have devoted the last four years to the construction
utter devotion to Brekt vexes Malta—she simply of a nearly completed spaceship. It is a Frankenstein’s
lacks a way to cow them without dooming the colony. monster of mismatched parts, but completely functional
However, whenever the colony is in dire need, it’s once some parts from the PCs’ ship are added. The
always the Breakers who get the brunt of the blame. Breakers are uniformly aware there is a secret project
but the uninvolved assume it is a distillery.
1.THE SCRAPYARD: A coliseum-sized junk heap.
Contains the dross from the harvest of ships, wrecks,
derelicts, and the occasional asteroid. ONCE COMPLETED, the Lucifer Rising only
has room for six or so additional passengers. The
trip involves setting a course for where Brekt believes
IF THE PCS NEED A PART: the nearest civilization is (100 years away) and
50% chance Brekt or a Breaker knows its location. riding it in cryosleep, a so called ‘coffin run.’ Malta is
Otherwise: speed check unaware of the ship and would attempt to destroy
it. She will reward the PCs with the vacated jobs
» Success: Found in 1d10 hours for the wetwork and give them a collection of
»
» Failure: Found in 1d10 days unrelated, shiny medals recognizing their valor.
21
»
MAJOR NPCS ON TYRANT BEGGAR

MA LTA JOHN VERGER & KALM


+COLONY LEADER+ +THE RIPPER+ +EMISSARIES+

For the last six years, Malta, Esteemed unanimously within the Even combined they are barely
amputed above the kneecaps, colony for his skillful amputations one functional being. Verger
has run the settlement. Intensely and clinical manner. Privately, John is a simple soul, devoted to
isolationist and paranoid considers himself a gourmand and carrying Kalm, and lacks further
insurrection is brewing, Malta is artist when it comes to his singular aspirations. Kalm is an ideal
cunning, ruthless and devoted interest—amputation. Obsessed emissary—damage to her logic
to colony survival. She finds with cleanliness. Soley focused core prevents her from cognizing
suggestions for alternative on surgery, John has no opinions catastrophe, dismemberment
solutions seditious yet adopts a regarding leadership. Heavily or death as negative. She has
matronly tone and offers sweets amputated. exacerbated this impairment,
when agreed with. She finds Leer teaching Verger to repair and
WHAT DOES HE WANT? improve her.
unnerving, John delightful, and
Brekt displeasing. » Limbs to amputate
WHAT DOES KALM WANT?
»
WHAT DOES SHE WANT? » Stability, so his work
» A fixed logic core
»
continues uninterrupted
»
» Stability
» To amputate Leer’s hands as a WHAT DOES VERGER WANT?
»
» To avoid needless risks
»
capstone to his career » To carry his best friend, Kalm
»
» Absolute, singular,
»
WHAT IS HE UP TO RIGHT NOW? » To pet the goats
»
unquestioned authority
»
1-5: Sharpenning his cutting tools » For Leer to stop sculpting
WHAT IS SHE UP TO RIGHT NOW?
»
in the Med Chapel, whistling.
6-8: Performing surgery. Invites WHAT ARE THEY UP TO RIGHT NOW?
1-5: Watching the security feed,
taciturnly noting sedition. passersby to observe while he 1-5: Routine maintenance on
6-8: Doing her daily rounds, explains the intricacies of the Kalm in the Machine Shop.
beaming a matronly smile that task in his operating theater. 6-8: Kalm does a medical scan on
belies subtle contempt. 9: In the machine shop, working the goats while Verger pets them.
9: Taking complaints in an open with a machinist to design a new 9: Reporting to Malta at Control.
forum in the Common Area. prosethetic. 10: Hiding in the Facilities
10: Wistfully admiring the goats. 10: Watching Leer sculpt. Trying to room, where Kalm patiently
convince her to give up her hands. teaches Verger how to repair and
Possessions: Wheelchair, Hereditary surreptiously upgrade Kalm’s OS.
Diary of Office (Gaunt Communications Possessions: Doctors Bag (Roll
& Personal Grudges), Bag of Dusty of Scalpels, Bone saw, Diagram;
Possessions: Verger’s unnerving
-
Hard Candy, Pearl Handled .380, Pet Amputations Ranked by Taste and
sketch of a three eyed, four horned
Cat (Lindy‑Hop). Corrupted Pocket AI Ease, Disinfectant, Suture Kit,
goat; Goat Treats; Kalm’s copy of
-
(Faustus) that she talks to when Chlorpromazine Syringes, Handcuffs),
Satow’s Diplomatic Practice heavily
alone. Personal Electro‑Retinogram,
annotated, Necklace of Corrupted
Locket (Contains self portrait, pre
Logic Cores.
-
amputations).
22
DEAN BREKT LEER
+TROUBLED YOUTH+ +HEAD SCAVENGER+ +BROKEN SCULPTOR+

Dean, a born fantasist, spent Under different circumstances, Sculpting is the only thing
most of his unremarkable life Brekt would have made a perfect keeping Leer sane. A formerly
in petty rebellion—playing marine. He’s steadfast, fiercely beautiful woman, she is currently
electric guitar, begging loyal, practical, and has an emaciated and wan with
Breakers for a leather jacket, unbreakable will. Despite this, corybantic eyes. On good days she
resisting amputation and Brekt is soft-spoken and often can manage limited conversation.
generally standing out. He was diplomatic. He worries about the Mostly, she alternates between
transformed when he heard the psychological wellness of his manic fits of compulsive sculpting
transmissions from the surface— former lover, Leer, and thinks till her hands are a raw, bloody
they galvanized him into a utopian Malta’s leadership is needlessly mess, eventually collapsing from
aspirant to migrate the colony draconian. His flaw: serious neglect and catatonic apathy as
to the surface, his sole purpose. addiction to combined painkillers she compulsively weeps.
He’s youthful, optimistic, trusting and stimulants.
and almost certainly doomed. WHAT DOES SHE WANT?
WHAT DOES HE WANT?
» Material to sculpt with
WHAT DOES HE WANT?
»
» To flee the Moon with his
» To sculpt
»
» To be taken seriously crew, no matter the cost
»
»
» For the sculptures to free her
» To assume leadership of the » To get high and be alone
»
of her nightmares
»
»
Colony
WHAT IS HE UP TO RIGHT NOW? » For Brekt not to worry about her
» To settle the planet below
»
»
1-5: Hauling loot into the WHAT IS SHE UP TO RIGHT NOW?
WHAT IS HE UP TO RIGHT NOW? machine shop for sorting and
scrapping with the Breakers. 1-5: Compulsively sculpting.
1-5: Haranguing the Common
6-8: Going over inventory with 6-8: Passed out from exhaustion.
Area about the stagnant nature of
Malta in the Vault. His men have Screaming in terror. She’ll
Moon life.
found new contraband, which she attack if woken up (1d10
6-8: Sullenly picking at his guitar
knows. damage).
in an empty bunk.
9: Checking in on an injured 9: Being force fed and lectured
9: Smoking in quarantine, alone.
crewmember, promising to by John in the Med Chapel.
10: Engaged in petty pro exodus
protect their stash. 10: Scouring the vault for
vandalism (“THE MOON IS DEAD,
10: Tearfully beggining Leer to sculpture material. She is not
LONG LIVE THE PLANET”).
give up her obsessive sculpting. allowed in here but always
Possessions: Oversized Leather
sneaks in.
Jacket, Aviator Cap with Goggles, Posessions: Map of Proposed Exodus
Switchblade, Giita—a Les Paul Route, M1911, the Hagakure, Utility Posessions: Smock, mallet, chisels,
Standard (Cherry Sunburst), Pack Knife, Serenity Prayer Medallion, angle grinder, rasp, hand drill, steel
of Chal Cigarettes, 40 oz. of Heisler Meditations (Marcus Aurelius), Nude detailing & modeling tools, bandages
Beer. Charcoal Sketch of Leer, Speedball for her hands, love note from
Brekt, nightmare sketchbook.
(Pain Meds + Cocaine) and Syringe.
23
D100 COLONISTS & SURVIVORS

d100 QUIRKS
00-15 BENIGN TIC: Taps pen on teeth, drums fingers when waiting, flicks Zippo open and closed, minor situational catchphrase, etc.
16-30 SLIGHTLY GROSS TIC: Adjust themself constantly, loudly share the status of their digestion as part of regular conversation, pick nose or scabs,
talk about their fetishes in great detail unprompted, etc.
30-34 HOBBY: Sports, playing chess or a similar game or collecting something like coins or stamps; use specialized language in casual conversation,
talk about their hobby a lot, have a logo related to it on their gear.
35-39 ADDICT: Still functional but have an affect related to their vice, perk up at the mention of their substance of choice, must seek out a hit when
they fail a Stress test and flee proceedings to do so.
40-44 PICK UP ARTIST: Believe sexuality is modelable with game theory (use a lot of innuendo & jargon, touch others unprompted).
45-49 NARCISSIST: Belittle others and believe they are responsible for all successes, were undermined by others in all failures.
50-54 OVER EDUCATED: They are working beneath their level of education and are very smart. They slow everything down reminding you of this.
55-59 CONSPIRACY THEORIST: Believe a cabal is responsible for everything, try to recruit. May have fringe beliefs about health and wellness.
60-64 RECOVERING ADDICT: Judgmental, tense, particular language use, want others to also give up their vices.
65-69 RELIGIOUS: Zeal, singing, witnessing, testifying, pamphlets.
70-74 PYROMANIAC: Love fire & starting fires; must do so on failed Stress test.
75-79 NIHILIST: Everything is hopeless and they know it. Hopeless situations do not trigger a Stress test. Disadvantage when rolling a Stress test.
80-84 BEAST: Self-described Apex Predator, insatiable bloodlust, excellent at roughing it, will mock you for crying.

85-89 SURVIVOR’S GUILT: Final survivor from their planet, family, village, military company, first ship. Feel horrible about it, constantly seek to
maintain their comrades memory, also kind of want to die.

90-94 SAVANT: One skill they are perfect at, they cannot explain why their answer is right but their answer is always right. They otherwise have
Disadvantage at all skills unless there is cross pollination with their savantism.
95-99 ROLL TWICE & COMBINE

1. MALACHI REX 26. BATBAYAR REBANE 51. JOHNNY AJAR 76. BORJE NYMAN




2. LUKE HONEY 27. ANTONIA HUSEYNOVA 52. ROY LOPEZ 77. PELLE LINDBERG




3. CORTEZ CASTRO 28. JULIANA MAMMADOVA 53. AUDRINA PATRIDGE 78. MAI ZETTERLING




 
4. RAY HAMMETT 29. MARCIA ALIYEV 54. RACHEL BILSON 79. STOFFE LILJEDAHL




 
5. DASHIELL CHANDLER 30. EVANDER TYSON 55. STELLA BROUSSARD 80. SYLVIE DENIS




6. NADIA FEDEROV 31. ESTELLE KING 56. PETER BUDAJ 81. ALEXIS DIAMENT



 

 
7. DONATELLA LANGERFELD 32. DUTCH SCHULTZ 57. LOUIS WEINBERG 82. MED TEYNAC




 
8. KARL NADEAU 33. SADIE ROTH 58. DUTCH SCHULTZ 83. JÉRÔME FANDOR



 

 
9. SONYA BERLIN 34. LUCKY LUCIANO 59. JOEY NOE 84. BERNTH TUTUOLA




10. KLAUS SINGH 35. DARREN HATCH 60. ILSE VON KLAPPER 85. ODAFIN OBIECHINA




11. NICOLE VASSILLY 36. SINEAD GOTHBESHIRE 61. MINAL ARORA 86. SELDEN WEST



 

 
12. HANNA KOLLONTAI 37. ELLIS HARLAN 62. FALAK ALI 87. NGUGI LO LIYONG




13. WANG XIU YING 38. WILLIAM STANIFORTH- 63. JASPER SHARP 88. NRIPEN CHAKRABORTY



 

14. LI WEI 39. ENOCH DONAHUE 64. YASUKO TAKAHASHI 89. GAUR VENUGOPAL




 
15. KUKI SYNOVATE 40. URIEL LEWIS 65. RUMI KIMATA 90. ARVIND JI




16. MERCY CHIVERS 41. SCOTT BERLIN 66. MINAMI AOYAMA 91. FRANCES FARMER




17. JESSE BELL 42. AMBROSE CARVER 67. LEMON HANAZAWA 92. MAGDALENA GAGARINA




18. BILAL SAID 43. RACHEL LOCARD 68. AIKO FUKUI 93. MARCUS DALY




19. HECTOR RIOS 44. ASHER MARSTON 69. MUNROE BERGDORF 94. ALAISTAIR RABBITT


 

 

20. GAMBIO BONANNO 45. HAING BOUILLEVAUX 70. ZELAG GOODMAN 95. CHUCK DELILLO




21. SELENA GARCIA 46. SOMETH UNG 71. MURAT AUBERJONOIS 96. JONESY DIOSDADO




22. AMIR RAJA 47. HAXHI BIÇAKÇIU 72. GUNNEL THULIN 97. MARSHALL LYNCH



 

23. YOUSEF TENGKU 48. GRISELDA BLANCO 73. SARAH GIERCKSKY 98. CARTER HARRISON



 

24. KHALIL WAN 49. CHINO ÁNTRAX 74. KJELL PINK 99. JACKSON DUKES




25. OTGONBAYAR SEPP 50. CLAUDIA OCHOA 75. VILGOT SJOMAN 100. KHANH LAO




24
I SEARCH THE VAULT... (PAGE 18, ROOM 8)

THE VAULT has at least 1d10 of any listed good in the players survival guide. Without help from either Malta
or Brekt: roll a Speed Check (Success 1d10 min. to find, Failure 1d10 hours). If just poking around, roll
1d100, the result is the most interesting thing found in 10 minutes searching.

1. Neon Green Survival Hatchet 35. A Comically Ineffectual Knife (Festooned 64. A Sally Rod



2. Pepper Spray With Spikes and Curved Serrated Blades) 65. A Pitted and Rusted Set of Dental Tools


3. Throwing Knives 36. A Carbon-Fiber Dao 66. A Leather Collar, “DADDY”



4. A Jade Handled Sword Cane 37. Bubinga Aklys 67. Several Sheets of High Grade LSD



5. A Sawback Machete 38. A Brick of Cocaine 68. Riot Shield (URBAN PACIFICATION UNIT)



6. A Gunto Katana with paired Wakizashi 39. Rhino-hide Litupa 69. Book: Dominatrixes of Rog



7. A Pipe Bomb 40. Book: Heptameron 70. Book: Fundamentals of Brothel



8. Barb Wire Wrapped Baseball Bat 41. Extremely Gaudy Sissification Dresses Management


9. A Paired Set of Hot Pink ARMA 29 SMGs 42. Whalebone Corset 71. A Mace: the Beatific Face of Cupid



Bedecked with Diamonds 43. Book: The Picatrix 72. A Set of Plastic Concealable Knives


10. A Papal Order of Planetary 44. Book: Der Einzige und sein Eigentum 73. An Ebony Baphomet Statue



Excommunication 45. Book: The Investiture of the Gods 74. A Box of Anti-Personnel Mines


11. A Glass Casket Containing A Bald, Stocky 46. A Plastic Case of 12 Stimpacks 75. The Gilded Bones of a Saint in an



Man with a Tapered Beard and Trim 47. A Bundle of Injectable Combat Drugs Elaborate Reliquary Coffin

Mustache in an Unremarkable Suit, a (all rolls related to violence are [+] 76. A Talking Board


plaque reads Владимир Ленин for a day, cannot retreat from combat 77. A Magic 8-Ball


12. A Hollowed Out Holy Book containing or fail a Fear check; afterwards Body 78. A Case of Alertness Drugs


Sacred Assassination Knives Check[-] for addiction and go catatonic 79. Book: Dictators and Dictatorships:

13. A Taxidermied Creature—Hybrid of a for 6 hours) Understanding Authoritarian Regimes

Snake, Rabbit and Parrot 48. A Pickled Mako Shark in a and Their Leaders

14. A Stack of Anti-Armor Mines Formaldehyde Tank, Cut Into Arbitrary 80. Studded Leather Jacket, Patch: I REMAIN


15. A Stun Baton (Physical Attack, Sections for Display UNGOVERNABLE

Unarmored Target Body Save or Collapse 49. A Dress Made of Meat, Somehow 81. A Motorcycle


Unconscious) Perpetually Fresh 82. A Pallet of Teargas Canisters and a

16. Semtex and a Detonator Cap 50. A Gigantic Marble Bust Making A Launcher


17. A Set of Titanium Golf Clubs Disapproving Face (a grown person 83. A Rocket Propelled Grenade Launcher


18. A Wildly Impractical and Ornate can fit inside, the mouth acts as an and 7 Shaped Core Rounds (1d10 dmg

Claymore amplifier) to buildings and ships; 1d100 damage to
19. Full Coverage Chastity Cage 51. A Taxidermied Wooly Goat, its face living targets)


20. Bondage Strap Corset (Halter/Choker) Painted Strangely 84. A Carton of Green Apple Cigarettes


21. Book: Chastity Belts: An Illustrated 52. Elaborate Facial Harness with Ball Gag 85. A Bottle of 18 Year Old Scotch



History of the Bridling of Women 53. Vinyl Military Uniform 86. A Case of Vodka


22. Book: Voynich Manuscript 54. Plastic Nunchucks 87. Macuahuitl



23. Painting: A Maiden Holding A Chicken in 55. Fully Articulated Pleasure Doll 88. Religious Vestments, Robe and Meiter



a Field of Oranges (Masculine, Rugged) 89. Gold-Plated, Bullet-Studded Gas Mask

24. Ming Vase full of Flaking Mannequin 56. Anime Body Pillow 90. Flogger



Arms 57. Brick of Heroin 91. Riding Crop


25. A Silver Cigarette Lighter (Priapus) 58. Unstable Hallucinogenic Research 92. Zentai



26. A Box Overflowing With Shurikens Chemical (Snortable) 93. Babydoll Latex Mask


27. A Collapsible Compound Bow 59. A Snake Shaped Staff (bites when 94. A Box of Expensive Cigars with Cutter



28. A Brick of Marijuana striking, Body Save or Paralysis for 95. Tekko-kagi (Claws)


29. An Oil Drum of Personal Lubricant 1d10 minutes) 96. Bronze Tintinnabulum


30. A Bronze Gladius 60. Book: No Title Just Byzantine Diagrams 97. Book: Le Veritable Dragon Rouge



31. A Mink Coat of Rope Bondage 98. An Rx Bottle of 1d100 Anti Anxiety Pills


32. A Staggering Variety of Fireworks 61. Ship-Breaching Charge (1d10 Hull ([+] on all Stress Checks for 8 Hours,


33. A Roman-Style Marble Statue of Pan Damage) Addictive)

Seducing a Goat (Covered With A Drop 62. Disturbing Restraint Chair with 99. Painting: A Figure In Red Eats The Face


Cloth) Fingernails Gouged in the Armrests of a Horse, Children Smile, The Sun is
34. 60 Pain Pills in an Rx Bottle 63. A Functional (Well-Oiled) Iron Maiden Black


100. A Tea Service Made of Fur
25

26
NIGHTMARES, SCULPTURES & COMPULSIONS
Nightmare Checks are Sanity Saves made when you C O M P U LS I O N S
rest. Fail and you have a nightmare, gaining a Stress
Failing two (or more) Nightmare Checks while
point. Note the result from the Nightmare Table.
significantly exposed to the Gaunt (including carrying
Nightmares prevent healing and the benefits of rest.
around artifacts) causes you to wake up with a
Wardens are encouraged to make Nightmare Checks
compulsion to sculpt a small, terrifying object. Roll
after any traumatic event or any day in which a
on the table below to figure out what you’ll need to
crewmember made a Panic check.
sculpt with.You have 1d10 days to sculpt the object or
RECURRING NIGHTMARES else you have to make a Panic check when it is least
convenient. Every day you don’t finish the sculpture you
If you ever have the same nightmare again this
gain 1d10 Stress.
causes 1d10 Stress and becomes your sole, recurring
nightmare; it’s that same nightmare every night, without Once the object is made you now have the choice
fail. on future Nightmare Checks to either take no Stress
at all (and thus have no nightmare) but build another
Additionally, failing three Nightmare Checks in a row
sculpture or to take Stress equal to the number of
renders you incapable of resisting nightmares; the
sculptures you have created.
permanent condition: Night Terrors.You gain 1d10[+]
Stress whenever you have a nightmare. Whenever a sculpture is created the Warden rolls a
d100. If the result is equal to or less than the total
W H E N TO C H E C K F O R
number of sculptures the crew possesses—including
NIGHTMARES?
those they did not make—the sculptures form a Gaunt
» If you’re on the Moon: Once a week. Gate and Gaunt start streaming through.
»
» If you’re on Tyrant Beggar: Every other night. Losing any of your sculptures or destroying one causes
»
» If you’re on the Dead Planet: Every night. 1d10 permanent damage to your Sanity score.
»
Evokes Subject 1 Subject 2
d10 MATERIAL COMPOSITION THEME DETAIL 1 OBJECT 1 DETAIL 2 OBJECT 2
01 Melted Plastic Disjointed Parasitism Riotus Flesh Angelic Faces
02 Spoiled Food Geometric Lust Gnarled Fingers Coiling Tentacles
03 Blackened Metal Sharp Confusion Seeking Tongues Cruel Talons
04 Stitched Cloth Grotesque Religious Twisted Limbs Serrated Beaks
05 Dissassembled Firearms Abstract Violence Gnashing Teeth Elegant Probosci
06 Bone / Teeth Brutal Melting Unnerving Smiles Incandescent Wings
07 Unorthodox Taxidermy Rapturous Paranoia Sliced Hands Proud Antlers
08 Gouged Wood Ornate Transformation Palpating Gristle Scintillating Scales
09 Android Parts Decadent Hopelessness Dark Pus Slashing Hooves
10 Stone Brittle Fertility Split Lips Spiny Fins

COMPULSIVE NIGHTMARISH SCULPTURE TABLE


There are three methods to generate a Nightmarish Gaunt Sculpture:
» Fastest (1d10): read straight across.
»
Example: [2] — Spoiled rations shaped into geometric gnarled fingers sensually entwined with coiling tentacles.
» Medium (4d10): roll for Material, Evokes, Subject 1 and Subject 2.
»
Example: [4, 6, 7, 3] — Fabric composition of sliced hands brutally melting into barbed talons.
» Slow (6d10): roll for Material, Composition, Theme/Motif, Detail 1, Object 1, Detail 2, Object 2.
»
Example: [10, 2, 1, 6, 5, 10] — Erratically worked stone depicting eerie teeth growing inside a figure of elegantly
flowing fins.
The Warden is encouraged to use this table any way they see fit.

NOTE: Don’t be daunted by the slow method for generating PC sculptures. Roll the material, and while they are
securing that, work out the rest. Part of the fun is how the player interprets the prompt.
27
D100 NIGHTMARES 26. Your teeth blacken and rot. The crowd laughs uproariously. Nails drive


through your putrid gums in a birth of pus and blood. You bite their
faces away. They taste like cinnamon.
27. A bulbous, fleshy, eyeless face hunts you in the dark. Its steps are
1. Your migraine is splitting your skull. A dog rushes towards you, it’s


deliberate. It has already found you.

eyes full of loving devotion. The dog’s head explodes into a crimson
28. A puppet gazes up at you. A mockery of human features—
mist, coating your hands like an accusation.


exaggerated, stretched. Its hands spring into action, manipulating
2. Your jaw unhinges as you vomit a torrent of earwigs. your strings. You dance a macabre waltz.

3. You are having sex with someone with the face of an ant; they regard 29. A red sun slowly rises. The light carbonizes your toes, feet, legs. You

you coldly and whisper something you can’t quite hear.


watch. The smell of cooking meat overwhelms you.
4. You draw a straight razor across your mother’s eye. This is the right 30. You fight a current of blind, swollen, pale fish to reach the masticating

thing to do. She does not resist.


maw. There is a smell of jasmine.
5. There is the steady tick-tock of an egg timer in your chest. You know 31. Your wrist bends back. It keeps bending. Your hand is in your arm.

something terrible will happen when it rings. There is no clear way


32. The shambling figure is dark, save a chipped porcelain mask. The air
to stop it.


is hazy with the smell of candy and rot.
6. An amber scorpion crawls on your face. Your limbs are leaden anchors
33. Every door is labeled ‘EXIT’ despite taking you back to the start of the

a million miles away.


corridor. You have been here before.
7. You swim frantically, uncertain of which direction you are heading.
34. You pin the fish down. You bash its gasping face with a hammer. You

The water is like ink, your lungs are bursting.


can’t stop. You won’t stop.
8. You look at your hands. They fall apart like puzzle pieces. You cannot
35. The music is pleasantly generic; the waiting room sterile. How long

stop thinking about your 7th birthday.
have you been here? How long will you remain?
9. A crowd of beautiful, slim, fashionable and elegant people stare at
36. The skeletal cats need fed. They yowl, they fornicate, they piss. The

you derisively. You drop your drink. They laugh with cruel, sensual

air is thick with ammonia, wet with humidity. You lose count.
smiles.
37. You sip wine as she nails your fingers to the table. You have long,
10. Your ribs swell to make space for the blind orgy of wasp larva. You

elegant hands.

think about motherhood as your flesh stretches to its breaking point.
The larva burrow out and unfold their iridescent wings. 38. You stab the featureless body with a baby doll head, over and over. A

torrent of red ants crawls from the womb.
11. You are in a pale room. You hear the laughter of children. You cannot
39. Your fingers are jagged snarls of glass. You caress yourself. You can’t

pinpoint the source.

feel how sticky your fingers are.
12. You feel the trapdoor spider making its home in your throat; you
40. The dinner party is lovely. Then you notice the centipedes crawling

know what you have to do. Jamming the blade in is as simple as

carving butter. You wiggle it around with satisfaction. You missed. from your collar; hear the snide comments.
13. A weathered hag sits on your chest, her mouth a hideous O of 41. The children dash ahead of you. Their rabbit masks are askew. You

need to bring them home. You stumble.

accusations. It won’t stop dripping pale fluids onto your face.
14. You hear panicked screams in the darkness: they’re growing fainter, 42. You feel them growing, behind your eyes. Your vision dims. You are

the host and they are nothing like you.

you are running away.
15. Pale hands press against darkened glass. You are surrounded. Alone. 43. The pliers are getting red hot. The air is damp and unctuous. You

don’t really need all those fingernails, not when you have so many

16. No matter how much you struggle or bat them away, the crows are
toes.

relentlessly consuming your face.
44. The ground is dry and desolate. Your drool pools by your face.
17. You smell moss and dirt. Inane stammering and chanting fills your

You sink into the lukewarm puddle.

ears. They are coming for you.
45. It is cold. Your fingers blacken. You could snap them off if your hand
18. Figures flit about in the hanging fabric. You can’t quite make them

would move. The cold scours everything away.

out, they seem familiar. You aren’t certain if you are the hunter or
the quarry. 46. You float in the void of deep space. A planet-sized foetus regards you

with lugubrious, watery eyes.
19. Your fingernails tear from their moorings as you futilely scrabble
47. Poison gas fills the warrens. Blood seeps from their eyes as their

against the rough wall. The hole atop the shaft—your only escape—

is as distant as the sky. despondent screams echo in your ears. Mocking laughter shakes your
ribs like a bass note.
20. Your eyes melt—crawling down your face like limpid tears. Your skin
48. He splatters his cravat with viscera when he cuts your hand off. You

starts sloughing off. Your muscles fall off with a meaty slap. Maybe

this face is not yours. roll on the floor. You cauterize the stump with a hot plate. You line up
your shot at the retreating figure. He spins around and shoots first.
21. You feel the slender fingers encircle your throat; there are too many
49. Your incisors won’t stop growing. They pry your jaw apart, your

of them, they are far too long and thin. Everything smells like

camphor. mouth wider and wider, lips bleeding from the strain, teeth grinding
into gums. The snap will be a relief.
22. A carousel spins madly—the music hellish, discordant. The horses’
50. You feel it churning inside you. Wrapping itself in your entrails.

eyes are meeting yours.

Kicking against your stomach wall. Waiting to break free, you can feel
23. You can smell the rot in your bones. You struggle to dig them out.
the grin fill the hollow of your belly.

24. Your face warps and shifts—stretching and pulling against its own
51. Filthy, louse-ridden children pelt you with stones. They know what

definition. It becomes bovine. Your friends are leading you to a grey

you did.
cement building. Everything smells like copper.
52. You bash the figure across the face with a rock. Your hands seek
25. Your fingers unwind like meaty corkscrews; they start anchoring you

purchase on their face and you confidently press your thumbs into the

in place. The wind is cold.
eye sockets. Your own tortured face grins back.
28
53. The sinuous reptiles circle you warily, languid motions at incredible 75. You’re at the end of the dock. Everything stinks of salt and rotting


fish. Your feet squelch pointlessly in the concrete. They smoke

speed. Their tongues taste the air, taste your body, your sweat tying
them to you. Any second they will close in, their snapping jaws cigarettes and leer at you. They’re coming over to push you.
slathered with miasma. 76. You follow the woman in the red damask dress through the hedge


54. You crush the nimbus blue egg in your hand. Amidst the splintered maze. She’s just out of reach. Her scent, peach blossoms, wafts behind
her. You corner her. She turns around. There is no face, just a sunken

shell fragments is the partially formed baby bird. It stares back at you
with eyes like black marbles. Then you notice the teeth. pit with fleshy teeth.
55. Children with sunken eyes and rotted teeth chant, “SACRIFICE, 77. Scabrous rats—wounds dripping with pus—crawl all over you.


Smother you with their wet, stinking bodies, force their way into your

SACRIFICE.” They push you, you fall. Their faces fade in the distance.
You keep falling. mouth and explore you. Where are your arms?
56. You trudge through a landscape blanketed in bones. They snap and 78. You drive the nails into your leg. 1-2-3-4….99-100. Aghast, you


realize your pattern isn’t symmetrical. You pry them out and start

crunch underfoot. Drifts of them knee deep and pulling you gradually
under. They rattle as you descend. again—perfect this time.
57. You walk towards the horizon. You pass a burning car and the air is 79. You see sharks circling in the wine dark sea. You are bleeding. It


won’t stop.

thick with malodorous smog. Your skeleton stops walking and is left
behind. Your shadow tells you your real bones have been replaced. 80. The ship controls won’t respond, all the systems are down. You are


58. You are in a pool. The water is warm. Tropical fish peck away at you, slowly drifting towards a sun. You perspire, your hands slipping as
you struggle to stop the ponderous drift.

each bite a papercut. You feel your legs gradually vanishing one small
bite at a time. You can’t see an exit. 81. You are beneath an immense pendulum. With each swing you feel


59. You are lying on the beach, tangled in nets. The tide keeps rising up years drain away. Your teeth disintegrate, your nails grow and twist,
your vision dims, your hair becomes dust.

towards your face, gradually but inexorably. Gulls squabble and circle
in the baking sun. 82. Your arms are dragged in opposite directions as they are fed into

60. Your face is smothered in kisses, teeth scraping your brow. A sudden gears. You feel the crushing weight and the tears forming in your
muscles. Everything reeks of grease and rust.

rough bite and pull on the cheek till it tears leaving a hole. A tongue
probes the fringes of the new orifice. 83. The airlock is slowly opening. Behind the glass they point and laugh.

61. You walk on broken glass, barefoot, the wet cracking of the shards Your face is wet with tears. They enjoy slices of cake.

your only companion save a floating red lantern illuminating the 84. You are engulfed in flame. No one seems to notice. Even when you
seemingly endless expanse of glass.

touch them, spreading the flame. Vacant eyes.
62. The person talking to you is so unpleasant the world seems to curdle 85. You’re bleeding from your mouth. Ropes of it suspended from your

from the rancidness of their presence. Their hand is on your knee.

lips. The viscera starts moving of its own accord.
63. A robot regards you. It mirrors your motions. It mimics your 86. You are crouched behind a crate. Pinned down by automatic arms

emotions. It takes your name.

fire. You can’t clear the jam.
64. You feel sick, feverish, desperate. The bullet lodged in your gut is 87. There’s a pulse grenade in your hands. You can’t remember how to

necrotizing too fast, spiderwebs of dying, blackened, leaking flesh.

throw, your fingers are useless. Everyone is disappointed.
65. You are digging up a skeleton. The bones are impossibly fine, elegant 88. The mouth in your torso is hungry. It wants your friends. There are

even. The face long and gaunt, mournful. The wings so wide they

rewards for compliance.
consume the sky. 89. The conversation is charming, civil, courteous. The problem is they’re
66. The hammer feels momentous, pitted surface spattered with rust. You

holding your hand in acid.

see the children with lambs’ faces. You silence their frenzied bleating. 90. A drill descends towards your eye. The whirr fills the air, gives it
67. You bleed the pigs. All of them. In their fine jewelry and spotless

texture. They ask how you are feeling.

dinner jackets. 91. No matter how many volts you deliver to the subject, he won’t divulge
68. The bolt cutters pass through your joints roughly. The end announced

the information. He can’t last much longer, you hope. They are

by a smooth click. Your finger is discarded into the bucket. The bucket getting impatient.
chews noisily. 92. Your lips are being sewed shut. The needle dances in and out. There is
69. You claw at the glass. Your husk withering. They dispassionately take

something in your throat: you deserve this.

notes on clipboards. You dessicate and blow away in a fine spray of 93. You tear wrapping paper desperately from the gifts, shredded colorful
dust. They nod, approving.

paper piles up to your knees. The antidote is in one of these. It has
70. The Leviathan blots out the sun. The air ruptures as it breathes in. Its to be.

multifaceted eyes gaze upon you uncomprehendingly. 94. They deliver shocks to you. They ask you to prove you aren’t a
71. Unnaturally white teeth grin at you, gleaming. The smile is forced.

machine. They don’t believe you.

The laughter like a blade dragged across glass. 95. The snake is swallowing you. Everything smells of offal and carrion. It
72. The sky is an ink black horizon of tentacles and blazing vermillion

moves up your legs, relentless, devourer.

eyes. It falls upon you like an avalanche. Tentacles force their way 96. Your fingers split and mutate into baby hands. The new hands repeat
into your eyes, your mouth, down your throat. Your need is not

the process. The hands are getting heavy.
slaked.
97. Your arms become snakes. The snakes start biting you. You reach out
73. Your hands are bound behind your back. The burlap over your

towards your friends, share.

head is tight, sucking in with your breath—the smell of kerosene
overpowering. You feel wet, tired. You hear the scratch of a match 98. The walls are closing in. Only when you close your eyes. Remain

being struck. vigilant.
74. You clip your nails. You keep clipping them. It won’t stop. You see 99. You keep trying to scoop your guts back in; glistening ropes of your

intestines wriggling and slipping in your hands. You’ve shoveled so

bone.
much in. There should be an end to this.
100. It is hot. It is dark. It is cramped. It is dusty. You are trapped. 29

LANDING AREA on the DEAD PLANET [SEE PAGE 32]
The ancient, rocky plateau is scarred with scorch marks and impact sites, including the
remains of several campsites. This elevated location seems defensible, with excellent
vantage points and crumbling ruins for cover. No Piloting roll is needed to land here,
though landing anywhere else on the island is at Disadvantage.

DEAD GATEWAY [SEE PAGE 36]

The terrain is rough and steadily rises as far as you can see. The sky to the west is
filled with ominous black clouds with the appearance of a writhing nest of tentacles.
Occasional violent purple slashings of lightning illuminate the disturbing mass of
black. The sickly black mass distends to caress the highest point on this island.
Visibility is reduced to 30m in the thick sludge of black air.
ENCOUNTERS IN THE WEST (ROLL ONCE PER SQUARE)
01 Purple lightning rips into a PC. Speed check or 4d10 damage and Fear Save.
02 1d10 Crawlers sighted 20m away. 1-7 normal, 8 toxic, 9 Paralysing, 10 Acid.
03 Glow Skull floats, facing the party. Intellect check or it sounds the alarm,
attracting 1d10-3 Gaunts.
04 Glow Skull shards and skull lay broken on the stony ground.
05 Glow Skull floats within 30m, facing away from you.
06 Dead Gaunt lies twitching on the ground.
07 Valley or cliff blocks the way. Strength check to
climb or take detour (+1d10/2 hours).
08 Yellow hail rains from black clouds. Intellect
check to find shelter or
take 1d10 damage.
m
09 1d10-4 Crawlers sighted 10k
20m away.
10 Weapons cache (roll on Table on pg. 13).

THE RED TOWER


[SEE PAGE 39]

Metallic objects glint when kissed by the sun.


The land is burnt and littered from impacts
with random pieces of myriad spacecraft.
ENCOUNTERS IN THE SOUTH (ROLL ONCE PER SQUARE)
01 Eviscerated human soldier lies on the ground.
02 D10+2 Slimemoths ambush the PCs.
03 Chumks of spacecraft are strewn around.
04 Chunks of metal junk with booby trapped locker. Speed check or be struck with the rusty metal,
causing 1d10 damage.
05 Wet flapping leather is heard in the distance. Party freezes/stops or 1d10 Slimemoths attack.
06 1d10 Slimemoths devouring a human soldier.
07 Eight dead Gaunt with bullet and close combat wounds. One jumps up and attacks.
10
08 1d10/2 Slimemoths fly to attack PCs. km
09-10 Weapons cache (Roll on Table on pg. 13).

WRECK OF THE DEFIANCE


[SEE PAGE 38]
In the south smoke billows into the sky from the wreckage of a down ship.

30
[SEE PAGE 32] ENCOUNTERS IN THE NORTH (ROLL PER SQUARE)
SWAMP 01 Copse of d10 Grabber Trees.
The land gently
slopes downward to the north, and 02 Wide shallow lake ahead. d10/2 Trileaches rest on the shore.
sparse tree coverage can be seen 03 Quickmud. Strength or Intellect check to escape. Critical Fail
sprouting up from the stony ground. will take d10 damage per round until pulled out.
Off in the distance, great gougings 04 Mist blows in from the coast. Visibility reduced to 20m. Lasts
can be seen in the for d10/3 hours.
earth as stone blocks 05 Copse of 1d10 Grabber Trees (Infected).
were moved from
06 3 Trileach burst from the nearby pond and attack.
here to the east to
07 Copse of 3d10 Grabber Trees.
build the dead city.
The land is moist and 08 Dying Trileach splashes mud in death throes.
filled with sucking 09 Pouring rain forces the PCs to find some shelter. Lasts for
mud and brackish d10/3 hours.
water. 10 Weapons cache (roll on Table on pg. 13).

ANCIENT STONE QUARRY


[SEE PAGE 33]

As stones were cut and removed, a


giant staircase was created, one that
descends hundreds of meters to the
beach.
From this vantage point, large
carcasses and the ancient skeletons
of immense aquatic beasts litter
the beach as testaments to the long
centuries of death holding sway over
this planet.
The remains of stone and bone huts
litter the steps and beach.
I SEARCH THE BONE HUT
01-04 Nothing
05-06 1d10 Slimemoths
07 Antigravity Device
08 Laser Cutter
09 Weapons cache (roll on Table on pg. 13)
10 1d10 Precious Unfinished Gems

ENCOUNTERS IN THE EAST (ROLL ONCE PER SQUARE)


01 Bones shift rapidly. Body check or take 10% damage to Speed.
02 Baying in the distance. Fear Save or gain 1 Stress.
03 D10 stiff tails of Gaunt Hounds are sighted in the distance. If PCs can stop and remain quiet
there is no attack.
04 A tall archway of very large ribs and skulls covers a path of bones.
05 Five Gaunt Hounds sprint out of the grass and attack.
THE NECROPOLIS
06 Two dead Gaunt Haunds straddle the path.
[SEE PAGE 34] 07 Lifelike sculpture of flaming creature holding two smaller replicas. The species could not
sruvive here and calcified in the salt air.
To the east, an avenue of bones
08 D10 Gaunt Hounds sit on the path 80m ahead. They will attack.
leads to monumental, grim
towers that scrape the sky. 09 Lifelike statues of bizarre creatures covered in flame or fur kneel off to the side.
The smooth terrain is blanked 10 Weapons cache (roll on Table on pg. 13).
in meter-tall purple grasses,
hissing in the salty ocean breeze.
31
LANDING AREA THE SWAMP
The ancient, rocky plateau is scarred with scorch To the north, sparse tree coverage sprouts from
marks and impact sites, including the remains of stony ground as the land gently slopes downward.
several campsites. This elevated location seems Eventually, this gives way to great gouges
defensible with excellent vantage points and pockmarking the surface from which geometric
crumbling ruins for cover. Unless otherwise stated, shapes were cut. The land is moist, filled with
moving one square on the map (10x10km) results sucking mud and brackish water. Fresh water can
in an encounter check for the color coded region. be located with an Intellect or relevant skill check.
When resting at the landing site individual PCs
have the following dreams (roll on the Nightmare D10 SWAMP ENCOUNTERS
Table for any extra PCs):
01 COPSE OF D10 GRABBER TREES.

You are the DKRENOM and your people WIDE SHALLOW LAKE AHEAD. D10/2
are building their burial towers. With 02
TRILEACH REST ON THE SHORE.
massive chests and powerful tentacled
arms and legs you cut and move heavy QUICKMUD. STRENGTH OR INTELLECT
slabs of rock from the north of the CHECK TO ESCAPE. CRITICAL FAIL
03
island. Now is the time for dying. This WILL TAKE D10 DAMAGE A ROUND UNTIL
is how we die. PULLED OUT.

MIST BLOWS IN FROM THE COAST.


The ULURIANA are standing at the coast 04 VISIBILITY REDUCED TO 20M. LASTS
and watching giant, aquatic beasts hurl FOR D10/3 HOURS.
themselves onto the beaches to flop and
suffocate. They are doing their part and COPSE OF D10 INFECTED GRABBER
05
contributing to the plan. “All will TREES.
die here for all of time,” one of your
Lifemates clicks at you. Your gaze 3 TRILEACH BURST FROM THE NEARBY
06
travels up its long, thin legs, skinny POND AND ATTACK.
torso, and delicate pincer arms, and
your wings buzz in anticipation. You 07 COPSE OF D30 GRABBER TREES.
nod and move towards your death chamber
DYING TRILEACH SPLASHES MUD IN
even as you wish it was time for the 08
DEATH THROES.
Mating Flight instead of the Death
Song.
POURING RAIN FORCES THE PCS TO
09 FIND SOME SHELTER. LASTS FOR D10/3
HOURS.
You marvel at your eight slender fingers
upon a graceful and long arm. It’s hard
10 WEAPONS CACHE (PG. 13).
for your brain to process your vision
as you seem to have an extra set of
eyes. You look around and see your
people, the TRILILE ELYAAN XHANXHENDRI,
chopping apart your spacecraft to
remove the engines and drag them toward
a dead city of tall towers. Then you
know you will all die.

The SKISZKRYNZ toil. They build a


door which will not be functional for
another two ages. They drop to the
ground and are covered by strange,
dark, crawling things.

32
THE ANCIENT QUARRY
The intensive quarrying formed a giant staircase
that descends hundreds of meters to the
beach. Littering the shore are the mouldering
carcasses and ancient skeletons of extraordinary
leviathans—a testament to the ceaseless
crusade against life. The wind whips through
long abandoned, crumbling stone and bone huts
along the stairs and beach. There are 5d10 huts
structurally intact.

D10 I SEARCH THE HUT

01-03 NOTHING.

HUT COLLAPSES.
04
BODY SAVE OR 1D10 DAMAGE.

05-06 1D10 SLIMEMOTHS.

07 ANTIGRAVITY DEVICE.

08 LASER CUTTER.

09 WEAPONS CACHE (PG. 13).

10 1D10 PRECIOUS UNFINISHED GEMS.

33
THE NECROPOLIS

To the east, an avenue of bones leads to


monumental, grim towers that scrape the sky. The The HUM emanates from a faceless, square, metallic
smooth terrain is blanketed in meter-tall purple building in the center of the Necropolis. The door is
grasses, hissing in the salty ocean breeze. A unlocked but stuck shut and requires a Strength check
Biology or Xenology check identifies the bones as to open. The first room is covered in 2d10 Crawlers. In
having both piscine and avian traits. the next room is a set of stairs descending roughly 90m
into darkness. The deeper you go the more penetrating
Tall and ancient, these buildings loom over debris and intense the humming becomes and the stronger
clogged streets, casting preposterous shadows. the light filtering from the base becomes. The stairs
There is no unified style; the structures exhibit a spill out onto a landing overlooking a colossal chamber
bewildering juxtaposition—a capacious ziggurat filled with jump engines and impulse engines ganged
is dwarfed by a latticework tower abutting a together. This and the countless dead are the generator
hoary cenotaph nearly melded into a ghastly, for the Dead Gateway of the Gaunt. Disabling nine or
neighboring cupola. Their sole similarity is the more engines or drives renders the gateway inoperable
ubiquitous presence of the dead; lying on stone and allows ships to flee the Dead Planet via their jump
slabs, perched in chairs, ensconced in alcoves or drives again. Each engine or drive can be rendered
coiled in the street. The vacant streets resound inoperable with 5 successful attacks or Mechanical
with the occasional baying of the Hounds and an checks. Doing this is quite noisy—each round there
omnipresent mechanical hum. is a 35% chance d10 Gaunt or d10 Gaunt Hounds are
drawn to the noise.

TOWERING OBELISKS (100’+)


house the remains of the insectoid
Uluriana. The interiors contain geometric,
symmetrical piles of black metallic STACKED DOMES—interiors littered
jewelry with luminescent opals. In the with hollow metallic spheres imprinted
dessicated remains’ hands are intricately with goetic glyphs—house the remains of
wrought metal staves (energy beam tall humanoids with many slender, tapered
(2d10) or strike (2d10), 10% chance of fingers and a cluster of four eyes. Their
breaking each use. preserved bodies are dressed only in ornate
bracers with a blaster and extendible
blade—1d10 damage 10% chance of
breaking each use.
Clusters of FOUR STORY
OCTAGONAL BUILDINGS house
different evolutionary lineages of the
prime native species. Their spartan
tombs have altars bedecked in rough
uncut gems, strange shells, simple
spears and axes of a very hard metal
(1d10 Damage).

34
SEARCHING THE NECROPOLIS: ROLL LOOT, BUILDINGS, AND ENCOUNTER (1D10)
D100 LOOT D100 BUILDINGS
00-20 NOTHING, DUST AND SORROW 00-30 FOUR-STORY OCTAGONAL COMPLEX
21-30 1D10 UNCUT GEMS 31-40 ROMANESQUE OBELISK
31-40 1D100 CERULIAN AND VIOLET SHELLS 41-45 BRUTAL MONOLITH
41-45 SIMPLE SPEAR (HARD METAL) 46-55 TIERED CIRCULAR TOWERS
46-50 AXE (HARD METAL) 56-70 INCANDESCENT LAYERED DOME
TINY METALLIC FLOATING SPHERES WHICH DANCE OVERGROWN PARK FEATURING
51-58 71-72
AROUND EACH OTHER. GRIM TILE MOSAICS
INTRICATELY WROUGHT METAL STAFF (SHOOTS BEAM BAROQUE MAUSOLEA COVERED IN
59-65 73-75
2D10, STRIKES 1D10, 10% BREAK CHANCE) BAS-RELIEFS
66-68 SMALL PALLADIUM FIGURINES 76-78 CRUMBLED ARCH
BINDLE: REVOLVER, 1D4 K RATIONS, FLARE GUN, ORNATE TOWER WITH GROTESQUE
69-72 79-82
TRENCHING SHOVEL STATUES
73-75 GILDED SKULLS SET WITH CANDLES 83-87 ERODED STATUE
76-80 PAINTED FUNERARY MASKS OF STONE 88-89 MORTUARY SHRINE
81-85 PATTERNED STEEL ALLOY SWORDS 90-91 BLOOD-SATURATED ABATTOIR
86 A SILVER AMPHORA 92-95 OMINOUS CREMATORIUM
87-89 THIN IRIDIUM LINKS 96-99 MORBID BASILICA
90 BLACK METALLIC JEWELRY WITH LUMINESCENT OPALS
91-93 WAX GAUNT SCULPTURE D10 ENCOUNTERS (HOURLY)
94 METALLIC GAUNT SCULPTURE 01-03 NOTHING.
95 PLATINUM TEAR DROPS
96 FIRED CLAY HORROR 04-05 VOCIFEROUS BAYING OF 1D10
97 BRASS TABLET WITH OMINOUS PICTOGRAMS GAUNT HOUNDS NEARBY (25%
98-99 SURVEYOR’S NOTES CHANCE THEY TRACK DOWN
PCS, UNLESS PRECAUTIONS
ARE TAKEN).
MULTIPLE CIRCULAR TOWERS, each 60
ft tall, house the solid, tentacled Dkrenom 06-07 SIX GAUNT HOUNDS VAULT
mummified in alcoves adorned with sashes FROM THE ROOFTOPS GENTLY
and belts hung with bells and clappers carved GLIDING DOWN BEFORE
of semi-precious stones. Curled among the FALLING AMONG THE CREW,
decorations are cruel looking energy whips— SNAPPING AND BRAYING IN A
uses Intellect Check instead of Combat and FRENZY (SURPRISE ON ALL
reaches up to 15ft. (2d10 Damage) 10% BUT 1 IN 10).
chance of breaking each use. 08 D10/2 GAUNT WALKERS BLOOD-
CURDLING SCREECH AND
RECKLESS CHARGE.
09 D10 GAUNTS AND D6 GAUNT
HOUNDS AMBUSH THE PCS FROM
ALL DIRECTIONS.
10 THE EXQUISITE AND DREADFUL
FIGURE OF AN ALPHA GAUNT
AMBLES INTO VIEW.

35
THE DEAD GATEWAY

The terrain is rough and steadily rises as far as THE GATEWAY


you can see. The sky to the west is filled with
Protruding from the murkiness is an appaling ringed
ominous black clouds with the appearance of
monstrosity of twisted metal—multitudinous bodies
a writhing nest of tentacles. Occasional violent
entwined and melded, blurring any distinction
purple slashings of lightning illuminate the
between human and other in a morass of tentacles,
disturbing mass of black. The sickly black mass
wings, trunks, limbs, and distended faces. The sickly
distends to caress the highest point on this island.
flashes of lighting illuminate, and the abomination
Visibility is reduced to 30m in the thick sludge of
seems to writhe sinuously (Sanity check, 1d10
black air.
Stress). A profusion of taut cables sprouts from the
earth, feeding the gateway. The portal vomits forth
D10 DEAD GATE ENCOUNTERS
five Death Worms and six Gaunts from the undulating
surface of the dead portal upon approaching.
PURPLE LIGHTNING RIPS INTO A RANDOM
01 PC. BODY SAVE OR 4D10 DAMAGE AND
FEAR SAVE.
POWERS OF THE GATE
1D10 CRAWLERS SIGHTED 20M AWAY.
02 (1-7 NORMAL, 8 TOXIC, 9 PARALYSING, Attempting to enter the gateway is a mortifying
10 ACID). experience—akin to being flensed and torn
apart simultaneously—which triggers a Body
GLOWSKULL FLOATS, FACING THE PARTY. Save (3d10 damage, Save for half) and Sanity
03 SANITY SAVE OR IT SOUNDS THE ALARM Save (2d10, Save for half).
ATTRACTING 1D10-3 GAUNT HOUNDS. § The Gateway cannot be disabled here—
§
not that this is evident (see pg. 34).
§ Attacking the Gateway only makes it less
GLOW SKULL SHARD LAY BROKEN ON THE
§
04 stable, though destroying or depowering
STONY GROUND.
it does allow ships to use their Jump
GLOW SKULL FLOATS WITHIN 30M, Drives again.
05
FACING AWAY FROM YOU. § It can only be meaningfully damaged with
§
explosives or a laser cutter:
DEAD GAUNT HOUND LIES TWITCHING ON » UP TO THREE HITS: Gateway
06
»
THE GROUND. Remains stable.
» FOUR HITS: The “surface” of the
VALLEY OR CLIFF BLOCKS THE WAY.
»
Gateway undulates wildly as an Alpha
07 STRENGTH CHECK TO CLIMB OR TAKE Gaunt strides out, digits grasping in
DETOUR (+1D10/2 HOURS). anticipation, to defend the Gate.
YELLOW HAIL RAINS FROM BLACK » FIVE HITS: The Gateway is
»
08 CLOUDS. INTELLET CHECK TO FIND dangerously unstable, wracked
SHELTER OR TAKE 1D10 DAMAGE. with tremors and extruding an
amalgamated, harrowing confused
09 1D10-4 CRAWLERS SIGHTED 20M AWAY. jumble of Gaunts and Crawlers—a
single quivering mass of flesh that
10 WEAPONS CACHE (PG. 13). when witnessed triggers a Sanity
Save (2d10 Stress if failed).
» SIX HITS: The ground and reality
»
itself fracture around the Gateway,
tentacles of nothingness grasp and
caress everything within 10m (1d100
damage, no Save).
» SEVEN HITS: Reality recoils,
»
screeches and breaks. The ring of the
gateway melts away like quicksilver—
but the portal does not disappear;
rather, it starts multiplying in size,
like a cancerous tear in reality. It is
permanent and rapidly proliferating—
36 good luck fixing that.
37
THE CRASH OF THE DEFIANCE

One week ago, the military dropship The Defiance was dragged through hyperspace by the Dead Planet
and crashed landed here. From the smoldering wreckage you can see the Red Tower in the distance. On
the whole, the ship is salveagable with major repairs (Jump Drive-1, Computer, Weapons-2, Thrusters-4).
It can hover planetside and drop the back hatch allowing for rapid deployment). Most of the crew are
dead, though there are still some salvageable pieces of loot within the wreck itself. Wardens needing
replacement characters can easily find a few confused marines here. Every turn spent searching has a
cumulative 10% chance of a random encounter (10% the first turn, then 20% the second turn, etc.).

IN PRIVATE STORAGE (LOCKED)


» 10 Gold Bars (15k credits)
»
» 20x 8’ Burls (10k credits)
»
» 2,000 Board Feet of Pink Ivory (16k credits) [1 pallet]
»
» 55 Gallons of Maple Syrup (2.2k credits) [single drum]
»
» 910 Units of Compressed Algae Rations (1.8k credits)
»
» 2 Weeks of K Rations (3.6k credits) REAR HATCH (OPEN)
»
Ramp leads into Main Storage Bay.

MAIN STORAGE BAY


CARGO EJECTOR
The Main Storage bay contains 80 working
The main ship can eject the storage bay here. The door is Cryopods and is filled with mostly empty
passcode locked (TALLY HO). Gun Racks. The whole place, however, is
laced with tripwires rigged to bundles of
The keypad is obviously trapped. Incorrectly entering a
grenades (tripping one sets off a chain
passcode sets off an alarm (roll for encounters every round)
reaction).
and arms a 5 minute timer on the PRIVATE STORAGE. If it isn’t
disarmed it destroys all the cargo. Replacement PCs (confused marines) can
be placed here.

38
THE RED TOWER
<SEE PAGES 40-43 FOR KEY> The source of the Military Distress Beacon. The Red Tower, the twisted
and eroded remains of a carmine ergonomic building, appears like a shattered molar on the horizon. A km
in all directions around it is completely vacant. Originally, the building was a breakaway from the colony
ship settlement—a hybrid bunker, armory and research station, built to serve as a protected space against
the compulsive Gate building madness. Clearly, this did not work.

GAUNT SOLDIERS
The corpses of the overly optimistic crew of the Defiance military dropship are scattered throughout the
complex. Their initial scan turned up the valuable warhead in the depths of the Red Tower. Unfortunately,
their discipline, weapon and experience from previous campaigns were not enough and they are entombed
here as mindless puppets of the Gaunt. The soldiers of the Defiance’s last and poorly paying job was to
crush a loggers’ strike on a timber planet, silencing their mewling pleas for basic quality of life protections.
The crew was already prone to nightmares from the atrocities they perpetuated for coin.

The soldiers were not bad people—they saw themselves as good people stuck with a bad job, and many
of them were already afflicted by nightmares before winding up here. If the crew needs restocked: have a
few survivors huddled in D5, C4, C5 or B9; they are Marines with standard statistics, armed with either a
shotgun or SMG and 2 ‘stick’ style pulse grenades or 3 canisters of tear gas. The standard battledress for
Defiance Company is a gas mask, environmental protection greatcoat, and fatigues. They and the other
bodies in the Red Tower act as Gaunt Walkers (see pg. 46).

TO QUICKLY GENERATE GAUNT WALKERS IN THE RED TOWER, ROLL 3D10 BELOW

D10 CLOTHING MUTATION DETAIL

01 Shredded Fatigues Head has blossomed open like a fleshy orchid, petals lined with eyes Riddled with lymph leaking tumors.
and teeth.
02 Great Coat and Hands have devolved into a slimy morass of tentacles interspersed with Tiny mouths form all over their body and
Gas Mask bony fans. whisper softly.
03 Nude except Gas Arched backwards, walking on all fours; their ribs are straightened and Skin is dry and flaking everywhere
Mask have burst through their skin as razored spines. (susceptible to flame).
04 Lab Coat with Clavicles have stretched in an upward arc laced with strands of flesh; Their knees bend backwards, allowing
Party Hat they flap like feeble wings. them to leap a surprising distance.
05 Security Guard Everything from the ribs down has fused into a slug-like tail, their Their bite is envenomed and causes
Uniform emaciated hands making scraping noises as they drag themselves along. nightmarish hallucinations (Body Save or
10/2 Stress until a successful Save).
06 Office Drone Outfit Eyes are on stalks, mouths a horrid lamprey-like hole. A cowl of flesh, like a robe, trails from
their body.
07 Wacky Bowtie and Flesh like a deflated balloon, they envelop their prey and regurgitate Their body sprouts fleshy, rigid tubes
Loud Suit acid on them to break through the skin. that leak purple ichor through grasping
phalanges.
08 Dripping, Torn, A rack of antlers emerges from their eyes and fuses with their forehead, Their skin is a terrifying shade of
Hazmat Suit pressing up into the sky. There is no difference between their mouth and pinkish orange and their mouth leaks a

throat, just a pulpy mess of gnashing needle teeth. steady trail of pus.
09 Imposing Their arms have become excessively long and withered yet exhibit Crystalline formations erupt from inside
Executive Suit sinuous strength. Their face has collapsed into their torso, which is a their bodies.
colossal screaming vertical maw.
10 Cult Style Robes Beaklike mouth surrounded by tentacular whiskers, eyes like a goat, an They vomit a horrifying slurry of pus,
enormous third eye has ruptured through their forehead. viscera, stomach acid and partially
digested meals to deter pursuit.

39
A1. EXTERIOR: Broken glass, crumbled walls.
(A) FLOOR: No combat encounters. A2. LOBBY: Cracked tile floors, receptionist desk
EMPHASIS: Abandoned, nothing of value, mundane. (broken glass & broken console).
LOOT: Low value damaged furniture, office supplies. A3. WAITING ROOM: Moldering, overturned couches
and chairs, dessicated potted plants, ruined carpet.
A4. STORAGE CLOSET: ALIVE INSIDE spraypainted on
A1 B5
locked door, empty.
A5. EMPLOYEE BREAKROOM: Broken plastic
ergonomic furniture, corkboard spattered with blood,
A4 wilted inspirational calendars, RUN LIKE
HELL spraypainted on the wall.
A7 A6. MAINTENANCE CLOSET: Smells
like disinfectant, pile of cleaning supplies
A5 from fallen shelf (covers RUSTED METAL
HATCH: maintenance shaft to B5—hatch
is jammed with a Metal Fire-Axe, remove
to open).
A6
A3 A2 A7. GLASS FRONTED ELEVATORS:
Non-operational to Upper Floors .
Humming generator powers the
SUBTERRANEAN ELEVATOR: held open with
A1
B1 a spanner; vandalized: TO HELL
[stencilled] and SEND HELP [freehand].
Goes to B1.
B2
(B) FLOOR: No combat encounters. A6
KEY POINTS: Abandoned and quiet unless the ALARM goes
C3
off. Flickering, minimal light unless ENVIRONMENTAL
CONTROL is fixed at B7.
B4 B5
If B7 is opened and not secured, B3

Gaunts may reach (B) floor.


If B5 is open and not secured, B6

Gaunts may reach (A) floor.


B9
MOOD: Eerie, desolate, flickering lights, possibly
ear-splitting alarm. Mysterious barricade in B9, area B7
littered with spent shells, no bodies.
B8

B1. ELEVATOR: From A7 opens to a staircase. Past double doors: white tile floor,
flickering lights, abandoned gurney (blackened sludge) in makeshift triage.
BARRACKS
B2. DECONTAMINATION LOCK: Hissing air, sealed door to B3, if ELECTRIC PANEL (B7) is not fixed, reads
everyone entering as “contaminated,” sets off alarm, flashing red lights throughout the floor until disarmed. Door to
B3 is one-way unless someone in B1 works the panel.
B3. WAITING ROOM: Door hisses open, spent shells, flickering track lights. Security (B4) has a Squad Automatic
Weapon (SAW) pointing into B3—barrel slagged.
B4. SECURITY ROOM: Locked safe (Revolver & First Aid Kit), spent potassium flares, slagged machine gun.
B5. ARMORY: Empty gun racks, spare magazines and loose ammo on the floor. HATCH DOOR (ladder to A6—Metal
Fire Axe is wedged in the locking wheel,cannot be opened from B5 without Strength check). C1
B6. BATHROOMS: Black & white tiles, grimy floors, water is stagnant, pipes non-operational.
B7. ENVIRONMENTAL CONTROLS: Corpse (dessicated, old) propped against the wall, single gunshot wound to
the head. Pistol on the floor. GOODBYE BLUE SKY spraypainted on the wall. Environmental control terminal can be
fixed here (Intellect check [Computers]): disables alarm, turns on regular lighting. FLOOR PANEL (can be pried up, access to spartan security shaft
to GUN RANGE at C10.)
B8. LIBRARY: Overturned shelves, formerly hidden door to ELEVATOR TO C1. Most of the reading material is sodden, blood spattered, or burned.
Several spent potassium flares. Every round spent searching yields a rumor from the table on the opposite page. T=True, F=False, HT=Half True.
B9: SOCIAL SPACE: Barricades (overturned couches, tables, and chairs) surrounded by spent potassium flares and shells. Posters on the wall
warn of the dangers of poor sanitation, recommend vigilance. A few rifles with jungle-clipped magazines are propped against the barricade along
with a dog-eared copy of “Treat Your Rifle Like A Lady.” None of the barricades have taken arms fire. SEALED DOOR to the BARRACKS. Takes
several rounds to open and Gaunt can be heard behind the door the entire time.

THE RED TOWER: FLOORS A-C


40
(C) FLOOR: Every round spent sitting still, 1D10 GAUNT (see “To Quickly Generate Gaunt
Walkers in the Tower”) arrive, increasing die each round (Round 1=1d10, Round 2=2d10, etc.)
Gaunts take 4 rounds to open a blast door.
KEY POINTS: If the ENVIRONMENTAL CONTROLS on B7 or C6 aren’t fixed: flickering lights
and portions of complete darkness. BLAST DOORS are noted as being either opened or
closed, they can be cut with a hand welder in 3 rounds.

C1. ELEVATOR: Opens to lobby. Sandbag barricade (2 slagged SAWs and 3 rifles with jungle clipped magazines propped against) blocking stairs
down to C2. Spent shells and potassium flares.
C2. PITCH BLACK HALLWAY: Lights on if ENVIRONMENTAL CONTROLS have been fixed. Broken glass (crunches underfoot), GET SOME
FUCKERS spraypainted on the wall, spent shells, potassium flares. Blast Door to C10 closed. Blast Doors to C7/C6 open. SEALED DOOR to the
BARRACKS.
C3. DARK MAZE OF CUBICLES: If ENVIRONMENTAL CONTROLS aren’t fixed there is flickering track lighting. Cubicle walls, monitors,
complicated diagrams on the wall, all shredded by small arms fire. Fire extinguisher in the corner near AIR DUCT which leads to B5.
C4. SUPERVISOR’S OFFICE: Makeshift barricade (conference table). 3 Pulse Grenades, empty magazines. NO ROOM IN HELL spraypainted on
the door. Plate glass wall to C2.
C5. BREAKROOM: Overturned tables, plastic ergonomic chairs, broken coffee machines, some instant coffee.
C6. DARKENED HALLWAY: METAL EMERGENCY DOOR (welded shut, cement shaft to D9). Partially set up cutting rig. Blast door to C7 is open.
C7. SPARTAN CONCRETE HALLWAY: ENVIRONMENTAL CONTROLS at C7a. Entrance to C8 is blocked by a sandbag barricade. Dark unless
ENVIRONMENTAL CONTROLS have been fixed.
C8. CHOKEPOINT: Overrun barricade. Blast door to C10 is open. Blast door to C9 is closed. Dark unless ENVIRONMENTAL CONTROLS have been fixed.
C9. ELEVATOR: Leads to D1. Disengaged unless ENVIRONMENTAL CONTROLS are fixed. Propped open with a spanner.
C10. GUN RANGE: Many pistols, rifles, and shotguns in locked gun cases. Target wall is heavily marked by arms fire. Target Papers depict
Gaunts & Authority Figures (a la “They Live”).
C4 C3
B5
C3

C3 C5

GAUNT WALKERS
COMBAT: 65% D9
(Bite d10 and Claw d10)
SPEED:40%
INSTINCT: 30% HITS: 3(30) C6
Infernal Scream: Fear Save or d10/2
Stress. 35% chance of a scream instead of
attack.

Rumors from the Library in B8


C7 The beasts hate water. T
These things just want to lay eggs in us. F
C2
C7a Those monsters are two separate aliens. T
C8
The Screamers only move in the darkness. F
Luminescent worms bring the nightmares. HT
If you hear howling dogs you’d better start running. T
The messed up things burn like paper. Burn them all. T
C10
Watch out for the skeletons on the beach. They’re still alive. F
There’s a city full of more dead aliens than anyone has ever seen. T
If you really look at them...
the dog things and the screaming things are the same creature. T
D1 C9

THE BARRACKS: B9 & C2: both have Sealed Doors to the Barracks (hallways of repetitive rooms
stuffed with bunk beds). This floor is full of Gaunt (the elevator can stop on DORM floor—scratched
out: THE DEAD RULE HERE is scrawled over it.
• If C2 door is breached: use d20's instead of D10s for Gaunts.
• if B9 door is breached sitting still incurs 1d10 Gaunts per round.
41
(D) FLOOR: All the active gaunts from Floor C pile into the elevator shaft and eventually come
pouring in. The floor should feel rushed given less space to maneuver.
MOOD: Dripping uniform concrete, Light is HARSH RED EMERGENCY LIGHTS.
NOTE: PCs can survive (by escaping through D9), solve the mystery (by using the console at D6),
or save the day (by activating the lift at D5 and take the lift D3 to the E floor).

D10
C6

D1

D11

D8 D2
D9 D7

D3

D4

ESCAPE TO SURFACE

D6
DOCUMENTS IN D6:
Documents actually are valuable to
those with scholarly bend or the
D5a morbidly curious. Of immediate
importance: notes that the Dead
Gateway is powered from the
D5 Necropolis.

D1. ELEVATOR: Elevator from C9 opens to a room full


of Broken Consoles on workstations and 1d10 Gaunt Walkers.
D2. COMPUTER STATION: There is a clearly visible operational terminal.
The collective knowledge of the survivalists can be transferred to D6 for download (D2 terminal lacks outside access). Hanging banner reads
THE END IS NEIGH, the floor is littered with empty champagne bottles, broken champagne flutes, and dusty confetti. Corpses at some terminals are
wearing party hats.
D3. PLATFORM ELEVATOR: to E1 (Activated at D5), floor spray painted: HOLD INFINITY IN THE PALM OF YOUR HAND, ETERNITY IN AN HOUR.
D4. ELEVATOR ACCESS BALCONY: Steel guardrail, Plummet to E1 by going over railing.
D5. OBSERVATION ROOM: Provides a clear view of E1. ELEVATOR CONTROLS for D3 (power up, set timed departure).Breaking a support
beam at D5a collapses the hallway, sealing D5 from D4.
D6. TERMINAL ROOM: Many cubicles, access to complete documents from the organization (see SIDEBAR), can transmit the files. Corpse of
Defiance Commanding Officer (CO) Tecumseh Grimaldi sits in an office chair. Facial gunshot wound, at his feet Massive Gold Plated Pistol (Holds
7+1 shots, can fire semi auto, does damage die of a Pulse Rifle, knockdown of a revolver, short range) and in his pocket: inventory of the
Defiance and safe password (TALLY HO).
D7. LOCKERS: Lockers (Environmental gear, light ballistic armor) in uniform rows. Two separate decontamination rooms to enter D4.
D8. BREAKROOM: Overturned tables, plastic ergonomic chairs, vaguely inspirational posters about upcoming apocalyptic war, several very old
bottles of champagne in rusted buckets.
D9. VERTICAL SHAFT: EMERGENCY DOOR from C6 drops into an access room between a room of broken monitors and scientific equipment and
Specimen Examination Room (D10), entrance is a metal freezer door (THICK, cannot enter D9 from D10 without breaking the door). Spraypaint
YOU’RE ALREADY DEAD; Painting of a Doglike Creature in a strange smudged style (3,000 credits; outsider art) — hidden behind the painting is
an ESCAPE SHAFT to the surface. The shaft is wired with timed explosives when the painting is removed, plastic explosives lining the shaft are
activated and explode in 10min collapsing the shaft and sealing the exit. Anyone within 20m of the blast takes 3d10 damage (Body save for half).
D10. SPECIMEN EXAMINATION ROOM: Somewhere between a butcher shop and torture chamber. Chainsaw, various medical saws and
probes. Disassembled Gaunt Hounds and Walkers hang from hooks. On shelf: preserved Gaunt parasite in a specimen jar.
D11. GUN LOCKERS: Assault rifles and shotguns. Extremely motivational posters about killing the Gaunt.
42
(E) FLOOR: Full of complex, dusty machinery humming and flashing as it boots up and comes to
life. A control panel in E3 can control the gates and disable the automatic firing of the bomb (E2)
into the core of the planet. Igniting the bomb before it explodes destroys the Gaunt, the planet,
and the moon colony, containing the Gaunt incursion.

E1. PLATFORM ELEVATOR: As the platform from D3 slides down to E1, a mournful pattern of synth notes plays (D, A, Bm, G, D, Em, D, A, Bm,
G, D, Em, A, A, G, D, A). The moment the synth pattern finishes playing, klaxon alarms spring to life, and a single red spotlight illuminates the
FISSION CORE BURNER BOMB.
E2. FISSION CORE BURNER BOMB: The sleek and illuminated Fission Core Burner Bomb slices deep into planets before reacting with the
core, fissioning it and producing a dramatic planet destroying explosion. In order to detonate the Dead Planet, the party much use the controls at
E3 to open the Gate at E4 and arm a launch code. Behind E4 is a nearly limitless supply of Gaunt.
E3. COMPLEX CONTROL ARRAY: Terminals open the gates (all closed when the crew descends but the gate to E4 starts to open automatically
and E2 arms with a countdown).
E4. ELEVATOR ACCESS BALCONY: The tracks are corroded and drip with biological taint--vast webs of viscera and flesh and the screaming
malformations of the gaunt surge forth from within.
E5. EXIT TO THE SURFACE: There is a well-stocked APC if someone opens the gate between E3 & E5 and E5 and the surface, the party will exit
near the crash site of the Defiance after 20 minutes (if driving) or an hour (on foot).

E4

E1

GAUNT WALKERS E2 E3
COMBAT: 65%
(Bite d10 and Claw d10)
SPEED:40%
INSTINCT: 30% HITS: 3(30)
Infernal Scream: Fear Save
or d10/2 Stress. 35% chance
of a scream instead of
attack.
E5

MK109-NR ARMOR: 85/20


SPEED: 30 (Max 150 km/h)
CAPACITY: 13 passengers

Thermal Vision
up to 200m.
Chaff grenads x8
Rear Mounted Smoke Grenades
x2 Flame Throwers (2d10 DMG)
x4 Sentry Machine Guns (5d10 DMG)
x1 32 Round Light Mortar (1d10 MDMG)

THE RED TOWER: FLOORS D-E


43
ALPHA GAUNT DEATH WORMS
COMBAT: 75% COMBAT: 20%
» Bite 3d10 and Claw 3d10 or TELEKINETIC DRAIN » Bite 2d10
»
»
SPEED: 60% SPEED: 45% (Swims through air)
INSTINCT: 65% INSTINCT: 30%
HITS: 6 (45) HITS: 1 (10)

Special Abilities Special Abilities

» HORRIFIC SCREAM: Alpha Gaunt always screams » BURROW: When causing 10 pts. of damage, victim
»
»
before an attack. The scream forces a Fear Save and must make a Body Save or the worm starts implanting
adds d10/2 Stress upon failure. 35% chance of a itself into their face.
scream instead of attack in combat.
» TELEKINETIC DRAIN: 3d10 Damage, -5% STR and SPD, Spectral, parasitic worms that must find a host to
»
Sanity check or 1d10/2 Stress. inhabit this universe as their bodies are not suited
to anything but their native environment. Inhabiting
Alpha Gaunts are emaciated, leathery, graceful a victim involves the death worm burrowing into
and tall. They are produced when a higher form the throat and cranial regions of their victim. When
of Death Worm parasitizes a near perfect host. A they have successfully implanted, they radically
series of grasping claws protrudes from their torso transform the host.
to their face and becomes a mouth and telekinetic
organ which lifts their prey into the air and drains The host’s cranial structures split down to the
them of life. chest from which webbed and clawed appendages
burst, tipped with the host’s teeth. The host’s skin
thickens and stretches tightly across protruding
joints and skeletal structures. The resulting
amalgamation—parasite and host—is known as a
Gaunt due to its emaciated figure.
44
GAUNT CRAWLER
COMBAT: 15%
» Bite or ranged spike 2d10

»
SPEED: 40%
INSTINCT: 10%
HITS: 1 (20)

Special Abilities

» HIVE MIND: for each Crawler beyond the first, Combat

»
and Instinct are increased by 5%. Paralyzing Spike
forces Body Save or become Paralyzed for d10
rounds. Acid Spray released in 3m long cone and adds
additional d10 damage. Toxic Gas released in 5 sq m
cloud and adds 1 Stress per round in cloud and d10
damage to health.)

These tentacled and armored creatures are


usually the first of the Gaunt kin to come into the
living dimensions. They’re about a foot long and
scurry around using a long, prehensile proboscis,
cleaning up any scraps left by the larger Gaunts.
Black spines undulate in ridges down the backs
of the “bugs” and some of them may contain
paralyzing agents or other toxins.

GAUNT HOUNDS
COMBAT: 60%
» Bite 4d10
»
SPEED: 85% (Run and/or Glide)
INSTINCT: 45%
HITS: 3 (20)

Special Abilities

» HOWL: Adds 2 Stress and a 5% chance of forcing Panic Roll.


»
Fast, six legged animals akin to a dried out, leathery
hyena. Flaps of skin connect to the legs on each
side allow for gliding attacks from elevated
locations. Toothed jaws open impossibly wide.
Four dead glassy eyes are set on top of the
creature’s skull. A stiff, lashing tail is held
erect and can often be seen above the
grass. The Hounds stand about 5 feet
tall at the shoulder and utter a loud,
baying howl when the scent of
prey is picked up.
45
GLOW SKULL
COMBAT: 15%
SPEED: 10%
INSTINCT: 50%
HITS: 1 (5)

Special Abilities

» BLINDING FLARE: Flashes brightly and moans when


»
non Gaunt are spotted. Forces Sanity Save ( 1 Stress if
failed). 40% chance of Skull exploding when attacked

GAUNT WALKERS
and causing 2d10 damage to those within 5m.

Brittle hyaline globes filled with phosphorescent


liquid ensconce internal skulls that moves within
the green glow of the liquid. They act as sentries
and will flash and moan when a threat is detected.
COMBAT: 65%
» Bite 1d10 and Claw 3d10
»
SPEED: 40%

GRABBER TREE
INSTINCT: 30%
HITS: 3 (30)

Special Abilities

» INFERNAL SCREAM: A group of Gaunt Walkers always COMBAT: 10%


»
screams before an attack. The scream forces a Fear SPEED: 00%
Save and adds d10/2 Stress upon failure. 35% chance INSTINCT: 10%
of a scream instead of an attack in combat.) HITS: 4 (40)

Gaunts here are emaciated and hunch-backed Special Abilities


with willowy arms, squat legs, and webbed digits.
They are as comfortable moving on two limbs as » SEEDPOD: Throws seedpod at anything moving by.
four. Their faces consist of immense eyes and
»
Body Save or be pinned to the ground by the seed’s
high nostrils atop an elongated vertical orifice of exploding roots. Strength check to get out from under.
interlocking bone tipped digits. » INFECTION: 25% chance the Grabber Tree has been
»
infected by Death Worms. Infected Seedpods release
black, caustic sludge (which deal 2d10 damage/round
until freed).

Drab olive green trunk, split into five branches and


topped by slender red grass-like structures. Oval
seed pods twice the size of a human head dangle
from the ends of twisted vines and are hurled at
46 warm blooded bodies.
SLIMEMOTH
COMBAT: 25%

TRI-WORM
» Bite 2d10
»
SPEED: 40%
INSTINCT: 15%
HITS: 2 (10)

Special Abilities
COMBAT: 50%
» SLIME: Produces copious amounts of slime when » Tongue 3d10 or Club 4d10
»
SPEED: 20%
»
attacking, which slows victims by d10% unless a
successful Body Save is made. INSTINCT: 20%
HITS: 3 (15)
Two feet long and greyish in color with a fat,
legless slug-like body. Moist, heavy wings make Special Abilities
a peculiar sound like wet leather flapping in the
wind. » TONGUE ATTACK: Body Save or the victim of the
»
tongue attack loses an additional 1d10 Health per round
until the wound is wrapped.

A 15 foot long,1 foot diameter moist, black,


thick-skinned, aquatic worm with a tetrahedral
head, and a large, compound eye on each side.
Three sharp tongues lap from the tip of the cone
head. Despite having three legs,only two are for
locomotion; the third is a weapon.

47
D100 I SEARCH THE BODY... DERELICT CRAFT MOON COLONY RED TOWER
00 Vial of amber liquid (alien-human hybrid foetus)
01-09 Breast Pocket Satanic Bible
Blindfold (Eyes Painted on) Commando Knife with Compass
10-19 Key to a Storage Locker
20-24 Scalpel
25-29 Vitamin Sludge Glass Eye
3 Shotgun Shells
30-34 Lagomorph Foot Venerated Goat Figurine
35-39 Napkin (Coordinates Scribbled On Back)
Painkillers SMG Magazine (Loaded)
40-44 Lipstick
45-49 2d10 Credits St. Christopher’s Medallion
K Ration
50-54 “Touch the Void” Cyanide Pills Pack of Cigarettes (Green
55-57 Music Player Apple)
3 Potassium Flares
58-60 Bounty Notice for Relevant Crewmember
Tiny Wax Gaunt Sculpture
61-63 Anxiety Medication
Pack of Cigarettes (Red Apple logo)
64-66 Switchblade (Blade Says: BAD BITCH) Wrap Around Black
67-69 Cheap Sunglasses Sunglasses
Plastic Ziptie Handcuffs (4x)
70-71 Hula Girl Grey’s Anatomy
(Highlighting Focuses On
72-73 Compass Digestibility of Parts)
PATCH: “TO DESTROY YOU IS NO LOSS”
74-75 Spy Codebook
76-77 Receipt for Alimony Payment “Never Sleep” Alertness Pills
ZIPPO: FUCK OWLS
78-79 MOTIVATIONAL REMINDER: This Will Pass

80 BRACELET: Right Now, I Am Not In Danger. Right Now I Am Safe Pinup Playing Cards
81 Playing Cards (Marked) A Scalpel Faded Photograph of a Child
82 BOOK: Horse Races Gambling Guide Music Box plays “Tom Dooley”
83 PIN: Panic! Honorable Discharge Papers (Pension Eligible)
PAMPHLET: A Great New
84 Painkillers (Crushed to Snort) Chopsticks
Darkness
85 Postcard (Nice Casino) Key (Storage Locker)
86 COLONY SHIP BROCHURE: A New World For A New You Packet of Dodgy “Alertness Powder”
87 PATCH: These Are Just Feelings, They Will Go Away Anti-Anxiety Pills [Text Mostly Russian]

88 PIN: All Matter Wants To Be On Fire Sobriety Coin


89 PAMPHLET: What A Union Can Do For You Canteen (Moonshine)
PAMPHLET: Distilling
90 PIN: Bleed the Pigs BOOK: Cook Crank With Your Mess Kit
Rocket Fuel Alcohol
91 Animal Mask (Cloth) BOOK: Unions: A Parasite Draining YOUR Wages
92 Box Cutter MAGAZINE: Thomas of Sweden
93 BOOK: A Brief History of Hideous Dust PATCH: “I’m Here To Defile Your Place of Worship”
Sculpting Tools
94 Holdout pistol MAGAZINE: Hot to Frot
95 Thermal Lance (tiny)
PATCH: Grinning Reaper” Let’s Earn That Paycheck
96 Machete Saw
97 Bandana PAMPHLET: The Faceless Hero: Grunts Through
Goat Visitation Token
98 ZIPPO: FUCK CAPITALISM The Ages

99 .50Cal Round Bottle Opener Shot Glass (Alien Bone)

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